Swiftgram/submodules/SemanticStatusNode/Sources/SemanticStatusNodeSecretTimeoutContext.swift
2023-12-29 04:50:22 +04:00

227 lines
8.9 KiB
Swift

import Foundation
import UIKit
import Display
import ManagedAnimationNode
final class SemanticStatusNodeSecretTimeoutContext: SemanticStatusNodeStateContext {
final class DrawingState: NSObject, SemanticStatusNodeStateDrawingState {
let transitionFraction: CGFloat
let value: CGFloat
let appearance: SemanticStatusNodeState.ProgressAppearance?
let iconImage: UIImage?
fileprivate let particles: [ContentParticle]
fileprivate init(transitionFraction: CGFloat, value: CGFloat, appearance: SemanticStatusNodeState.ProgressAppearance?, iconImage: UIImage?, particles: [ContentParticle]) {
self.transitionFraction = transitionFraction
self.value = value
self.appearance = appearance
self.iconImage = iconImage
self.particles = particles
super.init()
}
func draw(context: CGContext, size: CGSize, foregroundColor: UIColor) {
let diameter = size.width
let factor = diameter / 50.0
context.saveGState()
if foregroundColor.alpha.isZero {
context.setBlendMode(.destinationOut)
context.setFillColor(UIColor(white: 0.0, alpha: self.transitionFraction).cgColor)
context.setStrokeColor(UIColor(white: 0.0, alpha: self.transitionFraction).cgColor)
} else {
context.setBlendMode(.normal)
context.setFillColor(foregroundColor.withAlphaComponent(foregroundColor.alpha * self.transitionFraction).cgColor)
context.setStrokeColor(foregroundColor.withAlphaComponent(foregroundColor.alpha * self.transitionFraction).cgColor)
}
var progress = self.value
progress = min(1.0, progress)
let endAngle = -CGFloat.pi / 2.0
let startAngle = CGFloat(progress) * 2.0 * CGFloat.pi + endAngle
let lineWidth: CGFloat
if let appearance = self.appearance {
lineWidth = appearance.lineWidth
} else {
lineWidth = max(1.6, 2.25 * factor)
}
let pathDiameter: CGFloat
if let appearance = self.appearance {
pathDiameter = diameter - lineWidth - appearance.inset * 2.0
} else {
pathDiameter = diameter - lineWidth - 2.5 * 2.0
}
let path = UIBezierPath(arcCenter: CGPoint(x: diameter / 2.0, y: diameter / 2.0), radius: pathDiameter / 2.0, startAngle: startAngle, endAngle: endAngle, clockwise: true)
path.lineWidth = lineWidth
path.lineCapStyle = .round
path.stroke()
if let iconImage = self.iconImage {
context.saveGState()
let iconRect = CGRect(origin: CGPoint(), size: iconImage.size)
context.translateBy(x: size.width / 2.0, y: size.height / 2.0)
context.scaleBy(x: 1.0, y: -1.0)
context.translateBy(x: -size.width / 2.0, y: -size.height / 2.0)
context.translateBy(x: 6.0, y: 8.0)
context.clip(to: iconRect, mask: iconImage.cgImage!)
context.fill(iconRect)
context.restoreGState()
}
for particle in self.particles {
let size: CGFloat = 1.3
context.setAlpha(particle.alpha)
context.fillEllipse(in: CGRect(origin: CGPoint(x: particle.position.x - size / 2.0, y: particle.position.y - size / 2.0), size: CGSize(width: size, height: size)))
}
context.restoreGState()
}
}
var position: Double
var duration: Double
var generationTimestamp: Double
let appearance: SemanticStatusNodeState.ProgressAppearance?
fileprivate var particles: [ContentParticle] = []
private var animationNode: FireIconNode?
private var iconImage: UIImage?
var isAnimating: Bool {
return true
}
var requestUpdate: () -> Void = {}
init(position: Double, duration: Double, generationTimestamp: Double, appearance: SemanticStatusNodeState.ProgressAppearance?) {
self.position = position
self.duration = duration
self.generationTimestamp = generationTimestamp
self.appearance = appearance
self.animationNode = FireIconNode()
self.animationNode?.imageUpdated = { [weak self] image in
if let strongSelf = self {
strongSelf.iconImage = image
strongSelf.requestUpdate()
}
}
self.iconImage = self.animationNode?.image
}
func drawingState(transitionFraction: CGFloat) -> SemanticStatusNodeStateDrawingState {
let timestamp = CACurrentMediaTime()
let position = self.position + (timestamp - self.generationTimestamp)
let resolvedValue: CGFloat
if self.duration > 0.0 {
resolvedValue = position / self.duration
} else {
resolvedValue = 0.0
}
let size = CGSize(width: 44.0, height: 44.0)
let lineWidth: CGFloat
let lineInset: CGFloat
if let appearance = self.appearance {
lineWidth = appearance.lineWidth
lineInset = appearance.inset
} else {
lineWidth = 2.0
lineInset = 1.0
}
let center = CGPoint(x: size.width / 2.0, y: size.height / 2.0)
let radius: CGFloat = (size.width - lineWidth - lineInset * 2.0) * 0.5
let endAngle: CGFloat = -CGFloat.pi / 2.0 + 2.0 * CGFloat.pi * resolvedValue
let v = CGPoint(x: sin(endAngle), y: -cos(endAngle))
let c = CGPoint(x: -v.y * radius + center.x, y: v.x * radius + center.y)
let dt: CGFloat = 1.0 / 60.0
var removeIndices: [Int] = []
for i in 0 ..< self.particles.count {
let currentTime = timestamp - self.particles[i].beginTime
if currentTime > self.particles[i].lifetime {
removeIndices.append(i)
} else {
let input: CGFloat = CGFloat(currentTime / self.particles[i].lifetime)
let decelerated: CGFloat = (1.0 - (1.0 - input) * (1.0 - input))
self.particles[i].alpha = 1.0 - decelerated
var p = self.particles[i].position
let d = self.particles[i].direction
let v = self.particles[i].velocity
p = CGPoint(x: p.x + d.x * v * dt, y: p.y + d.y * v * dt)
self.particles[i].position = p
}
}
for i in removeIndices.reversed() {
self.particles.remove(at: i)
}
let newParticleCount = 1
for _ in 0 ..< newParticleCount {
let degrees: CGFloat = CGFloat(arc4random_uniform(140)) - 70.0
let angle: CGFloat = degrees * CGFloat.pi / 180.0
let direction = CGPoint(x: v.x * cos(angle) - v.y * sin(angle), y: v.x * sin(angle) + v.y * cos(angle))
let velocity = (20.0 + (CGFloat(arc4random()) / CGFloat(UINT32_MAX)) * 4.0) * 0.5
let lifetime = Double(0.4 + CGFloat(arc4random_uniform(100)) * 0.01)
let particle = ContentParticle(position: c, direction: direction, velocity: velocity, alpha: 1.0, lifetime: lifetime, beginTime: timestamp)
self.particles.append(particle)
}
return DrawingState(transitionFraction: transitionFraction, value: resolvedValue, appearance: self.appearance, iconImage: self.iconImage, particles: self.particles)
}
func maskView() -> UIView? {
return nil
}
func updateValue(position: Double, duration: Double, generationTimestamp: Double) {
self.position = position
self.duration = duration
self.generationTimestamp = generationTimestamp
}
}
private struct ContentParticle {
var position: CGPoint
var direction: CGPoint
var velocity: CGFloat
var alpha: CGFloat
var lifetime: Double
var beginTime: Double
init(position: CGPoint, direction: CGPoint, velocity: CGFloat, alpha: CGFloat, lifetime: Double, beginTime: Double) {
self.position = position
self.direction = direction
self.velocity = velocity
self.alpha = alpha
self.lifetime = lifetime
self.beginTime = beginTime
}
}
private final class FireIconNode: ManagedAnimationNode {
init() {
super.init(size: CGSize(width: 32.0, height: 32.0))
self.trackTo(item: ManagedAnimationItem(source: .local("anim_flame_1"), frames: .range(startFrame: 0, endFrame: 60), duration: 1.5))
self.trackTo(item: ManagedAnimationItem(source: .local("anim_flame_2"), frames: .range(startFrame: 0, endFrame: 120), duration: 2.0, loop: true))
}
}