Swiftgram/submodules/DrawingUI/Sources/DrawingNeonTool.swift
2023-05-15 15:12:51 +04:00

274 lines
10 KiB
Swift

import Foundation
import UIKit
import Display
import MediaEditor
final class NeonTool: DrawingElement {
class RenderView: UIView, DrawingRenderView {
private weak var element: NeonTool?
private var drawScale = CGSize(width: 1.0, height: 1.0)
let shadowLayer = SimpleShapeLayer()
let borderLayer = SimpleShapeLayer()
let fillLayer = SimpleShapeLayer()
func setup(element: NeonTool, size: CGSize, screenSize: CGSize) {
self.element = element
self.backgroundColor = .clear
self.isOpaque = false
self.contentScaleFactor = 1.0
let shadowRadius = element.renderShadowRadius
let strokeWidth = element.renderStrokeWidth
var shadowColor = element.color.toUIColor()
var fillColor: UIColor = .white
if shadowColor.lightness < 0.01 {
fillColor = shadowColor
shadowColor = UIColor(rgb: 0x440881)
}
let bounds = CGRect(origin: .zero, size: size)
self.frame = bounds
self.shadowLayer.frame = bounds
self.shadowLayer.contentsScale = 1.0
self.shadowLayer.backgroundColor = UIColor.clear.cgColor
self.shadowLayer.lineWidth = strokeWidth * 0.5
self.shadowLayer.lineCap = .round
self.shadowLayer.lineJoin = .round
self.shadowLayer.fillColor = fillColor.cgColor
self.shadowLayer.strokeColor = fillColor.cgColor
self.shadowLayer.shadowColor = shadowColor.cgColor
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 = fillColor.mixedWith(shadowColor, alpha: 0.25).cgColor
self.fillLayer.frame = bounds
self.fillLayer.contentsScale = 1.0
self.fillLayer.fillColor = fillColor.cgColor
self.layer.addSublayer(self.shadowLayer)
self.layer.addSublayer(self.borderLayer)
self.layer.addSublayer(self.fillLayer)
}
fileprivate func updatePath(_ path: CGPath, shadowPath: CGPath) {
self.shadowLayer.path = path
self.shadowLayer.shadowPath = shadowPath
self.borderLayer.path = path
self.fillLayer.path = path
}
}
let uuid: UUID
let drawingSize: CGSize
let color: DrawingColor
let renderStrokeWidth: CGFloat
let renderShadowRadius: CGFloat
let renderLineWidth: CGFloat
let renderColor: UIColor
private var pathStarted = false
private let path = UIBezierPath()
private var activePath: UIBezierPath?
private var addedPaths = 0
fileprivate var renderPath: CGPath?
fileprivate var shadowRenderPath: CGPath?
var translation: CGPoint = .zero
private weak var currentRenderView: DrawingRenderView?
var isValid: Bool {
return self.renderPath != nil
}
var bounds: CGRect {
if let renderPath = self.shadowRenderPath {
return normalizeDrawingRect(renderPath.boundingBoxOfPath.insetBy(dx: -self.renderShadowRadius - 30.0, dy: -self.renderShadowRadius - 30.0), drawingSize: self.drawingSize)
} else {
return .zero
}
}
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) * 0.02
let minLineWidth = max(1.0, max(drawingSize.width, drawingSize.height) * 0.002)
let maxLineWidth = max(10.0, max(drawingSize.width, drawingSize.height) * 0.07)
let lineWidth = minLineWidth + (maxLineWidth - minLineWidth) * lineWidth
self.renderStrokeWidth = strokeWidth
self.renderShadowRadius = shadowRadius
self.renderLineWidth = lineWidth
self.renderColor = color.withUpdatedAlpha(1.0).toUIColor()
}
func setupRenderView(screenSize: CGSize) -> DrawingRenderView? {
let view = RenderView()
view.setup(element: self, size: self.drawingSize, screenSize: screenSize)
self.currentRenderView = view
return view
}
func setupRenderLayer() -> DrawingRenderLayer? {
return nil
}
func updatePath(_ point: DrawingPoint, state: DrawingGesturePipeline.DrawingGestureState, zoomScale: CGFloat) {
guard self.addPoint(point, state: state, zoomScale: zoomScale) || state == .ended else {
return
}
if let currentRenderView = self.currentRenderView as? RenderView {
let path = self.path.cgPath.mutableCopy()
if let activePath {
path?.addPath(activePath.cgPath)
}
if let renderPath = path?.copy(strokingWithWidth: self.renderLineWidth, lineCap: .round, lineJoin: .round, miterLimit: 0.0),
let shadowRenderPath = path?.copy(strokingWithWidth: self.renderLineWidth * 2.0, lineCap: .round, lineJoin: .round, miterLimit: 0.0) {
self.renderPath = renderPath
self.shadowRenderPath = shadowRenderPath
currentRenderView.updatePath(renderPath, shadowPath: shadowRenderPath)
}
}
if state == .ended {
if let activePath = self.activePath {
self.path.append(activePath)
self.renderPath = self.path.cgPath.copy(strokingWithWidth: self.renderLineWidth, lineCap: .round, lineJoin: .round, miterLimit: 0.0)
} else if self.addedPaths == 0, let point = self.points.first {
self.renderPath = CGPath(ellipseIn: CGRect(origin: CGPoint(x: point.x - self.renderLineWidth / 2.0, y: point.y - self.renderLineWidth / 2.0), size: CGSize(width: self.renderLineWidth, height: self.renderLineWidth)), transform: nil)
}
}
}
func draw(in context: CGContext, size: CGSize) {
guard let path = self.renderPath, let shadowPath = self.shadowRenderPath else {
return
}
context.saveGState()
context.translateBy(x: self.translation.x, y: self.translation.y)
context.setShouldAntialias(true)
context.setBlendMode(.normal)
var shadowColor = self.color.toUIColor()
var fillColor: UIColor = .white
if shadowColor.lightness < 0.01 {
fillColor = shadowColor
shadowColor = UIColor(rgb: 0x440881)
}
let shadowOffset = CGSize(width: 3000.0, height: 3000.0)
context.translateBy(x: -shadowOffset.width, y: -shadowOffset.height)
context.addPath(shadowPath)
context.setLineCap(.round)
context.setFillColor(fillColor.cgColor)
context.setStrokeColor(fillColor.cgColor)
context.setLineWidth(self.renderStrokeWidth * 0.5)
context.setShadow(offset: shadowOffset, blur: self.renderShadowRadius * 1.9, color: shadowColor.withAlphaComponent(0.87).cgColor)
context.drawPath(using: .fillStroke)
context.translateBy(x: shadowOffset.width, y: shadowOffset.height)
context.addPath(path)
context.setShadow(offset: .zero, blur: 0.0, color: UIColor.clear.cgColor)
context.setLineWidth(self.renderStrokeWidth)
context.setStrokeColor(fillColor.mixedWith(shadowColor, alpha: 0.25).cgColor)
context.strokePath()
context.addPath(path)
context.setFillColor(fillColor.cgColor)
context.fillPath()
context.restoreGState()
}
private var points: [CGPoint] = Array(repeating: .zero, count: 4)
private var pointPtr = 0
private func addPoint(_ point: DrawingPoint, state: DrawingGesturePipeline.DrawingGestureState, zoomScale: CGFloat) -> Bool {
let filterDistance: CGFloat = 10.0 / zoomScale
if self.pointPtr == 0 {
self.points[0] = point.location
self.pointPtr += 1
} else {
let previousPoint = self.points[self.pointPtr - 1]
guard previousPoint.distance(to: point.location) > filterDistance else {
return false
}
if self.pointPtr >= 4 {
self.points[3] = self.points[2].point(to: point.location, t: 0.5)
if let bezierPath = self.currentBezierPath(3) {
self.path.append(bezierPath)
self.addedPaths += 1
self.activePath = nil
}
self.points[0] = self.points[3]
self.pointPtr = 1
}
self.points[self.pointPtr] = point.location
self.pointPtr += 1
}
guard let bezierPath = self.currentBezierPath(self.pointPtr - 1) else {
return false
}
self.activePath = bezierPath
return true
}
private func currentBezierPath(_ ctr: Int) -> UIBezierPath? {
switch ctr {
case 0:
return nil
case 1:
let path = UIBezierPath()
path.move(to: self.points[0])
path.addLine(to: self.points[1])
return path
case 2:
let path = UIBezierPath()
path.move(to: self.points[0])
path.addQuadCurve(to: self.points[2], controlPoint: self.points[1])
return path
case 3:
let path = UIBezierPath()
path.move(to: self.points[0])
path.addCurve(to: self.points[3], controlPoint1: self.points[1], controlPoint2: self.points[2])
return path
default:
return nil
}
}
}