mirror of
https://github.com/Swiftgram/Telegram-iOS.git
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429 lines
16 KiB
Swift
429 lines
16 KiB
Swift
import Foundation
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import UIKit
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import Display
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final class PenTool: DrawingElement {
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class RenderLayer: SimpleLayer, DrawingRenderLayer {
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func setup(size: CGSize) {
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self.shouldRasterize = true
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self.contentsScale = 1.0
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let bounds = CGRect(origin: .zero, size: size)
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self.frame = bounds
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}
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private var line: StrokeLine?
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fileprivate func draw(line: StrokeLine, rect: CGRect) {
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self.line = line
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self.setNeedsDisplay(rect.insetBy(dx: -50.0, dy: -50.0))
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}
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override func draw(in ctx: CGContext) {
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self.line?.drawInContext(ctx)
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}
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}
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let uuid = UUID()
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let drawingSize: CGSize
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let color: DrawingColor
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let lineWidth: CGFloat
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let arrow: Bool
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var path: Polyline?
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var boundingBox: CGRect?
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private var renderLine: StrokeLine
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var didSetupArrow = false
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private var renderLineArrow1: StrokeLine?
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private var renderLineArrow2: StrokeLine?
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let renderLineWidth: CGFloat
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var translation = CGPoint()
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private var currentRenderLayer: DrawingRenderLayer?
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var bounds: CGRect {
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return self.path?.bounds.offsetBy(dx: self.translation.x, dy: self.translation.y) ?? .zero
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}
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var points: [Polyline.Point] {
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guard let linePath = self.path else {
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return []
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}
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var points: [Polyline.Point] = []
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for point in linePath.points {
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points.append(point.offsetBy(self.translation))
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}
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return points
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}
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func containsPoint(_ point: CGPoint) -> Bool {
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return false
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// return self.renderPath?.contains(point.offsetBy(CGPoint(x: -self.translation.x, y: -self.translation.y))) ?? false
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}
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func hasPointsInsidePath(_ path: UIBezierPath) -> Bool {
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if let linePath = self.path {
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let pathBoundingBox = path.bounds
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if self.bounds.intersects(pathBoundingBox) {
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for point in linePath.points {
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if path.contains(point.location.offsetBy(self.translation)) {
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return true
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}
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}
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}
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}
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return false
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}
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required init(drawingSize: CGSize, color: DrawingColor, lineWidth: CGFloat, arrow: Bool) {
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self.drawingSize = drawingSize
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self.color = color
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self.lineWidth = lineWidth
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self.arrow = arrow
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let minLineWidth = max(1.0, min(drawingSize.width, drawingSize.height) * 0.003)
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let maxLineWidth = max(10.0, min(drawingSize.width, drawingSize.height) * 0.09)
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let lineWidth = minLineWidth + (maxLineWidth - minLineWidth) * lineWidth
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self.renderLineWidth = lineWidth
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self.renderLine = StrokeLine(color: color.toUIColor(), minLineWidth: minLineWidth, lineWidth: lineWidth)
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if arrow {
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self.renderLineArrow1 = StrokeLine(color: color.toUIColor(), minLineWidth: minLineWidth, lineWidth: lineWidth * 0.8)
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self.renderLineArrow2 = StrokeLine(color: color.toUIColor(), minLineWidth: minLineWidth, lineWidth: lineWidth * 0.8)
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}
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}
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func setupRenderLayer() -> DrawingRenderLayer? {
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let layer = RenderLayer()
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layer.setup(size: self.drawingSize)
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self.currentRenderLayer = layer
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return layer
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}
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func updatePath(_ path: DrawingGesturePipeline.DrawingResult, state: DrawingGesturePipeline.DrawingGestureState) {
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guard case let .polyline(line) = path, let point = line.points.last else {
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return
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}
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self.path = line
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let rect = self.renderLine.draw(at: point)
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if let currentRenderLayer = self.currentRenderLayer as? RenderLayer {
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currentRenderLayer.draw(line: self.renderLine, rect: rect)
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}
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// self.path = bezierPath
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// if self.arrow && polyline.isComplete, polyline.points.count > 2 {
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// let lastPoint = lastPosition
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// var secondPoint = polyline.points[polyline.points.count - 2]
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// if secondPoint.location.distance(to: lastPoint) < self.renderArrowLineWidth {
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// secondPoint = polyline.points[polyline.points.count - 3]
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// }
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// let angle = lastPoint.angle(to: secondPoint.location)
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// let point1 = lastPoint.pointAt(distance: self.renderArrowLength, angle: angle - CGFloat.pi * 0.15)
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// let point2 = lastPoint.pointAt(distance: self.renderArrowLength, angle: angle + CGFloat.pi * 0.15)
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//
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// let arrowPath = UIBezierPath()
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// arrowPath.move(to: point2)
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// arrowPath.addLine(to: lastPoint)
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// arrowPath.addLine(to: point1)
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// let arrowThickPath = arrowPath.cgPath.copy(strokingWithWidth: self.renderArrowLineWidth, lineCap: .round, lineJoin: .round, miterLimit: 0.0)
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//
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// combinedPath.usesEvenOddFillRule = false
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// combinedPath.append(UIBezierPath(cgPath: arrowThickPath))
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// }
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// let cgPath = bezierPath.path.cgPath.copy(strokingWithWidth: self.renderLineWidth, lineCap: .round, lineJoin: .round, miterLimit: 0.0)
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// self.renderPath = cgPath
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// if let currentRenderLayer = self.currentRenderLayer as? RenderLayer {
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// currentRenderLayer.updatePath(cgPath)
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// }
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}
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func draw(in context: CGContext, size: CGSize) {
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context.saveGState()
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context.translateBy(x: self.translation.x, y: self.translation.y)
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context.setShouldAntialias(true)
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if self.arrow, let path = self.path, let lastPoint = path.points.last {
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var lastPointWithVelocity: Polyline.Point?
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for point in path.points.reversed() {
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if point.velocity > 0.0 {
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lastPointWithVelocity = point
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break
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}
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}
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if !self.didSetupArrow, let lastPointWithVelocity = lastPointWithVelocity {
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let w = self.renderLineWidth
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var dist: CGFloat = 18.0 * sqrt(w)
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let spread: CGFloat = .pi * max(0.05, 0.03 * sqrt(w))
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let suffix = path.points.suffix(100).reversed()
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var p0 = suffix.first!
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var p2 = suffix.last!
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var d: CGFloat = 0
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for p in suffix {
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d += hypot(p0.location.x - p.location.x, p0.location.y - p.location.y)
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if d >= dist {
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p2 = p
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break
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}
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p0 = p
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}
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p0 = suffix.first!
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dist = min(dist, hypot(p0.location.x - p2.location.x, p0.location.y - p2.location.y))
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var i = 0
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for spread in [-spread, spread] {
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var points: [CGPoint] = []
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points.append(lastPoint.location)
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p0 = suffix.first!
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var prev = p0.location
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d = 0
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for p in suffix {
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let d1 = hypot(p0.location.x - p.location.x, p0.location.y - p.location.y)
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d += d1
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if d >= dist {
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break
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}
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let d2 = d1 / cos(spread)
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let angle = atan2(p.location.y - p0.location.y, p.location.x - p0.location.x)
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let cur = CGPoint(x: prev.x + d2 * cos(angle + spread), y: prev.y + d2 * sin(angle + spread))
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points.append(
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cur
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)
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p0 = p
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prev = cur
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}
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for point in points {
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if i == 0 {
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let _ = self.renderLineArrow1?.draw(at: Polyline.Point(location: point, force: 0.0, altitudeAngle: 0.0, azimuth: 0.0, velocity: lastPointWithVelocity.velocity, touchPoint: lastPointWithVelocity.touchPoint))
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} else if i == 1 {
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let _ = self.renderLineArrow2?.draw(at: Polyline.Point(location: point, force: 0.0, altitudeAngle: 0.0, azimuth: 0.0, velocity: lastPointWithVelocity.velocity, touchPoint: lastPointWithVelocity.touchPoint))
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}
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}
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i += 1
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}
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self.didSetupArrow = true
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}
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self.renderLineArrow1?.drawInContext(context)
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self.renderLineArrow2?.drawInContext(context)
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}
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self.renderLine.drawInContext(context)
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context.restoreGState()
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}
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}
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private class StrokeLine {
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struct Segment {
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let a: CGPoint
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let b: CGPoint
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let c: CGPoint
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let d: CGPoint
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let abWidth: CGFloat
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let cdWidth: CGFloat
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}
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struct Point {
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let position: CGPoint
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let width: CGFloat
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init(position: CGPoint, width: CGFloat) {
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self.position = position
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self.width = width
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}
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}
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private(set) var points: [Point] = []
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private var smoothPoints: [Point] = []
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private var segments: [Segment] = []
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private var lastWidth: CGFloat?
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private let minLineWidth: CGFloat
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let lineWidth: CGFloat
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let color: UIColor
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init(color: UIColor, minLineWidth: CGFloat, lineWidth: CGFloat) {
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self.color = color
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self.minLineWidth = minLineWidth
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self.lineWidth = lineWidth
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}
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func draw(at point: Polyline.Point) -> CGRect {
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let width = extractLineWidth(from: point.velocity)
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self.lastWidth = width
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let point = Point(position: point.location, width: width)
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return appendPoint(point)
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}
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func drawInContext(_ context: CGContext) {
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self.drawSegments(self.segments, inContext: context)
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}
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func extractLineWidth(from velocity: CGFloat) -> CGFloat {
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let minValue = self.minLineWidth
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let maxValue = self.lineWidth
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var size = max(minValue, min(maxValue + 1 - (velocity / 150), maxValue))
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if let lastWidth = self.lastWidth {
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size = size * 0.2 + lastWidth * 0.8
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}
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return size
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}
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func appendPoint(_ point: Point) -> CGRect {
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self.points.append(point)
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guard self.points.count > 2 else { return .null }
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let index = self.points.count - 1
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let point0 = self.points[index - 2]
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let point1 = self.points[index - 1]
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let point2 = self.points[index]
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let newSmoothPoints = smoothPoints(
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fromPoint0: point0,
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point1: point1,
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point2: point2
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)
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let lastOldSmoothPoint = smoothPoints.last
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smoothPoints.append(contentsOf: newSmoothPoints)
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guard smoothPoints.count > 1 else { return .null }
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let newSegments: ([Segment], CGRect) = {
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guard let lastOldSmoothPoint = lastOldSmoothPoint else {
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return segments(fromSmoothPoints: newSmoothPoints)
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}
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return segments(fromSmoothPoints: [lastOldSmoothPoint] + newSmoothPoints)
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}()
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segments.append(contentsOf: newSegments.0)
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return newSegments.1
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}
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func smoothPoints(fromPoint0 point0: Point, point1: Point, point2: Point) -> [Point] {
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var smoothPoints = [Point]()
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let midPoint1 = (point0.position + point1.position) * 0.5
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let midPoint2 = (point1.position + point2.position) * 0.5
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let segmentDistance = 2.0
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let distance = midPoint1.distance(to: midPoint2)
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let numberOfSegments = min(128, max(floor(distance/segmentDistance), 32))
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let step = 1.0 / numberOfSegments
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for t in stride(from: 0, to: 1, by: step) {
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let position = midPoint1 * pow(1 - t, 2) + point1.position * 2 * (1 - t) * t + midPoint2 * t * t
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let size = pow(1 - t, 2) * ((point0.width + point1.width) * 0.5) + 2 * (1 - t) * t * point1.width + t * t * ((point1.width + point2.width) * 0.5)
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let point = Point(position: position, width: size)
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smoothPoints.append(point)
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}
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let finalPoint = Point(position: midPoint2, width: (point1.width + point2.width) * 0.5)
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smoothPoints.append(finalPoint)
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return smoothPoints
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}
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func segments(fromSmoothPoints smoothPoints: [Point]) -> ([Segment], CGRect) {
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var segments = [Segment]()
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var updateRect = CGRect.null
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for i in 1 ..< smoothPoints.count {
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let previousPoint = smoothPoints[i - 1].position
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let previousWidth = smoothPoints[i - 1].width
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let currentPoint = smoothPoints[i].position
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let currentWidth = smoothPoints[i].width
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let direction = currentPoint - previousPoint
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guard !currentPoint.isEqual(to: previousPoint, epsilon: 0.0001) else {
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continue
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}
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var perpendicular = CGPoint(x: -direction.y, y: direction.x)
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let length = perpendicular.length
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if length > 0.0 {
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perpendicular = perpendicular / length
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}
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let a = previousPoint + perpendicular * previousWidth / 2
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let b = previousPoint - perpendicular * previousWidth / 2
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let c = currentPoint + perpendicular * currentWidth / 2
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let d = currentPoint - perpendicular * currentWidth / 2
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let ab: CGPoint = {
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let center = (b + a)/2
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let radius = center - b
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return .init(x: center.x - radius.y, y: center.y + radius.x)
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}()
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let cd: CGPoint = {
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let center = (c + d)/2
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let radius = center - c
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return .init(x: center.x + radius.y, y: center.y - radius.x)
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}()
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let minX = min(a.x, b.x, c.x, d.x, ab.x, cd.x)
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let minY = min(a.y, b.y, c.y, d.y, ab.y, cd.y)
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let maxX = max(a.x, b.x, c.x, d.x, ab.x, cd.x)
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let maxY = max(a.y, b.y, c.y, d.y, ab.y, cd.y)
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updateRect = updateRect.union(CGRect(x: minX, y: minY, width: maxX - minX, height: maxY - minY))
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segments.append(Segment(a: a, b: b, c: c, d: d, abWidth: previousWidth, cdWidth: currentWidth))
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}
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return (segments, updateRect)
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}
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func drawSegments(_ segments: [Segment], inContext context: CGContext) {
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for segment in segments {
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context.beginPath()
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context.setStrokeColor(color.cgColor)
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context.setFillColor(color.cgColor)
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context.move(to: segment.b)
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let abStartAngle = atan2(segment.b.y - segment.a.y, segment.b.x - segment.a.x)
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context.addArc(
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center: (segment.a + segment.b)/2,
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radius: segment.abWidth/2,
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startAngle: abStartAngle,
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endAngle: abStartAngle + .pi,
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clockwise: true
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)
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context.addLine(to: segment.c)
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let cdStartAngle = atan2(segment.c.y - segment.d.y, segment.c.x - segment.d.x)
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context.addArc(
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center: (segment.c + segment.d)/2,
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radius: segment.cdWidth/2,
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startAngle: cdStartAngle,
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endAngle: cdStartAngle + .pi,
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clockwise: true
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)
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context.closePath()
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context.fillPath()
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context.strokePath()
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}
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}
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}
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