import Foundation import UIKit import AsyncDisplayKit final class ContextMenuNode: ASDisplayNode { private let actions: [ContextMenuAction] private let dismiss: () -> Void private let containerNode: ContextMenuContainerNode private let actionNodes: [ContextMenuActionNode] var sourceRect: CGRect? var arrowOnBottom: Bool = true private var dismissedByTouchOutside = false init(actions: [ContextMenuAction], dismiss: @escaping () -> Void) { self.actions = actions self.dismiss = dismiss self.containerNode = ContextMenuContainerNode() self.actionNodes = actions.map { action in return ContextMenuActionNode(action: action) } super.init() self.addSubnode(self.containerNode) let dismissNode = { dismiss() } for actionNode in self.actionNodes { actionNode.dismiss = dismissNode self.containerNode.addSubnode(actionNode) } } func containerLayoutUpdated(_ layout: ContainerViewLayout, transition: ContainedViewLayoutTransition) { var actionsWidth: CGFloat = 0.0 let actionSeparatorWidth: CGFloat = UIScreenPixel for actionNode in self.actionNodes { if !actionsWidth.isZero { actionsWidth += actionSeparatorWidth } let actionSize = actionNode.measure(CGSize(width: layout.size.width, height: 54.0)) actionNode.frame = CGRect(origin: CGPoint(x: actionsWidth, y: 0.0), size: actionSize) actionsWidth += actionSize.width } let sourceRect: CGRect = self.sourceRect ?? CGRect(origin: CGPoint(x: layout.size.width / 2.0, y: layout.size.height / 2.0), size: CGSize()) let insets = layout.insets(options: [.statusBar, .input]) let verticalOrigin: CGFloat var arrowOnBottom = true if sourceRect.minY - 54.0 > insets.top { verticalOrigin = sourceRect.minY - 54.0 } else { verticalOrigin = min(layout.size.height - insets.bottom - 54.0, sourceRect.maxY) arrowOnBottom = false } self.arrowOnBottom = arrowOnBottom let horizontalOrigin: CGFloat = floor(min(max(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.containerNode.layout() } func animateIn() { 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.containerNode.layer.animateAlpha(from: 0.0, to: 1.0, duration: 0.1) } func animateOut(completion: @escaping () -> Void) { self.containerNode.layer.animateAlpha(from: 1.0, to: 0.0, duration: 0.2, removeOnCompletion: false, completion: { _ in completion() }) } override func hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView? { if let event = event { var eventIsPresses = false if #available(iOSApplicationExtension 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() } return nil } } } return super.hitTest(point, with: event) } }