Swiftgram/submodules/Display/Source/LinkHighlightingNode.swift
Ilya Laktyushin 72fce11e2d Various fixes
2023-01-27 00:57:19 +04:00

407 lines
20 KiB
Swift

import Foundation
import UIKit
import AsyncDisplayKit
private enum CornerType {
case topLeft
case topRight
case bottomLeft
case bottomRight
}
private func drawFullCorner(context: CGContext, color: UIColor, at point: CGPoint, type: CornerType, radius: CGFloat) {
if radius.isZero {
return
}
context.setFillColor(color.cgColor)
switch type {
case .topLeft:
context.clear(CGRect(origin: point, size: CGSize(width: radius, height: radius)))
context.fillEllipse(in: CGRect(origin: point, size: CGSize(width: radius * 2.0, height: radius * 2.0)))
case .topRight:
context.clear(CGRect(origin: CGPoint(x: point.x - radius, y: point.y), size: CGSize(width: radius, height: radius)))
context.fillEllipse(in: CGRect(origin: CGPoint(x: point.x - radius * 2.0, y: point.y), size: CGSize(width: radius * 2.0, height: radius * 2.0)))
case .bottomLeft:
context.clear(CGRect(origin: CGPoint(x: point.x, y: point.y - radius), size: CGSize(width: radius, height: radius)))
context.fillEllipse(in: CGRect(origin: CGPoint(x: point.x, y: point.y - radius * 2.0), size: CGSize(width: radius * 2.0, height: radius * 2.0)))
case .bottomRight:
context.clear(CGRect(origin: CGPoint(x: point.x - radius, y: point.y - radius), size: CGSize(width: radius, height: radius)))
context.fillEllipse(in: CGRect(origin: CGPoint(x: point.x - radius * 2.0, y: point.y - radius * 2.0), size: CGSize(width: radius * 2.0, height: radius * 2.0)))
}
}
private func drawConnectingCorner(context: CGContext, color: UIColor, at point: CGPoint, type: CornerType, radius: CGFloat) {
context.setFillColor(color.cgColor)
switch type {
case .topLeft:
context.fill(CGRect(origin: CGPoint(x: point.x - radius, y: point.y), size: CGSize(width: radius, height: radius)))
context.setFillColor(UIColor.clear.cgColor)
context.fillEllipse(in: CGRect(origin: CGPoint(x: point.x - radius * 2.0, y: point.y), size: CGSize(width: radius * 2.0, height: radius * 2.0)))
case .topRight:
context.fill(CGRect(origin: CGPoint(x: point.x, y: point.y), size: CGSize(width: radius, height: radius)))
context.setFillColor(UIColor.clear.cgColor)
context.fillEllipse(in: CGRect(origin: CGPoint(x: point.x, y: point.y), size: CGSize(width: radius * 2.0, height: radius * 2.0)))
case .bottomLeft:
context.fill(CGRect(origin: CGPoint(x: point.x - radius, y: point.y - radius), size: CGSize(width: radius, height: radius)))
context.setFillColor(UIColor.clear.cgColor)
context.fillEllipse(in: CGRect(origin: CGPoint(x: point.x - radius * 2.0, y: point.y - radius * 2.0), size: CGSize(width: radius * 2.0, height: radius * 2.0)))
case .bottomRight:
context.fill(CGRect(origin: CGPoint(x: point.x, y: point.y - radius), size: CGSize(width: radius, height: radius)))
context.setFillColor(UIColor.clear.cgColor)
context.fillEllipse(in: CGRect(origin: CGPoint(x: point.x, y: point.y - radius * 2.0), size: CGSize(width: radius * 2.0, height: radius * 2.0)))
}
}
public func generateRectsImage(color: UIColor, rects: [CGRect], inset: CGFloat, outerRadius: CGFloat, innerRadius: CGFloat, stroke: Bool = false, useModernPathCalculation: Bool) -> (CGPoint, UIImage?) {
if rects.isEmpty {
return (CGPoint(), nil)
}
var topLeft = rects[0].origin
var bottomRight = CGPoint(x: rects[0].maxX, y: rects[0].maxY)
for i in 1 ..< rects.count {
topLeft.x = min(topLeft.x, rects[i].origin.x)
topLeft.y = min(topLeft.y, rects[i].origin.y)
bottomRight.x = max(bottomRight.x, rects[i].maxX)
bottomRight.y = max(bottomRight.y, rects[i].maxY)
}
topLeft.x -= inset
topLeft.y -= inset
bottomRight.x += inset * 2.0
bottomRight.y += inset * 2.0
return (topLeft, generateImage(CGSize(width: bottomRight.x - topLeft.x, height: bottomRight.y - topLeft.y), rotatedContext: { size, context in
context.clear(CGRect(origin: CGPoint(), size: size))
context.setFillColor(color.cgColor)
context.setBlendMode(.copy)
if useModernPathCalculation {
if rects.count == 1 {
let path = UIBezierPath(roundedRect: rects[0], cornerRadius: outerRadius).cgPath
context.addPath(path)
if stroke {
context.setStrokeColor(color.cgColor)
context.setLineWidth(2.0)
context.strokePath()
} else {
context.fillPath()
}
return
}
var combinedRects: [[CGRect]] = []
var currentRects: [CGRect] = []
for rect in rects {
if rect.width.isZero {
if !currentRects.isEmpty {
combinedRects.append(currentRects)
}
currentRects.removeAll()
} else {
currentRects.append(rect)
}
}
if !currentRects.isEmpty {
combinedRects.append(currentRects)
}
for rects in combinedRects {
var rects = rects.map { $0.insetBy(dx: -inset, dy: -inset).offsetBy(dx: -topLeft.x, dy: -topLeft.y) }
let minRadius: CGFloat = 2.0
for _ in 0 ..< rects.count * rects.count {
var hadChanges = false
for i in 0 ..< rects.count - 1 {
if rects[i].maxY > rects[i + 1].minY {
let midY = floor((rects[i].maxY + rects[i + 1].minY) * 0.5)
rects[i].size.height = midY - rects[i].minY
rects[i + 1].origin.y = midY
rects[i + 1].size.height = rects[i + 1].maxY - midY
hadChanges = true
}
if rects[i].maxY >= rects[i + 1].minY && rects[i].insetBy(dx: 0.0, dy: 1.0).intersects(rects[i + 1]) {
if abs(rects[i].minX - rects[i + 1].minX) < minRadius {
let commonMinX = min(rects[i].origin.x, rects[i + 1].origin.x)
if rects[i].origin.x != commonMinX {
rects[i].origin.x = commonMinX
hadChanges = true
}
if rects[i + 1].origin.x != commonMinX {
rects[i + 1].origin.x = commonMinX
hadChanges = true
}
}
if abs(rects[i].maxX - rects[i + 1].maxX) < minRadius {
let commonMaxX = max(rects[i].maxX, rects[i + 1].maxX)
if rects[i].maxX != commonMaxX {
rects[i].size.width = commonMaxX - rects[i].minX
hadChanges = true
}
if rects[i + 1].maxX != commonMaxX {
rects[i + 1].size.width = commonMaxX - rects[i + 1].minX
hadChanges = true
}
}
}
}
if !hadChanges {
break
}
}
context.move(to: CGPoint(x: rects[0].midX, y: rects[0].minY))
context.addLine(to: CGPoint(x: rects[0].maxX - outerRadius, y: rects[0].minY))
context.addArc(tangent1End: rects[0].topRight, tangent2End: CGPoint(x: rects[0].maxX, y: rects[0].minY + outerRadius), radius: outerRadius)
context.addLine(to: CGPoint(x: rects[0].maxX, y: rects[0].midY))
for i in 0 ..< rects.count - 1 {
let rect = rects[i]
let next = rects[i + 1]
if rect.maxX == next.maxX {
context.addLine(to: CGPoint(x: next.maxX, y: next.midY))
} else {
let nextRadius = min(outerRadius, floor(abs(rect.maxX - next.maxX) * 0.5))
context.addLine(to: CGPoint(x: rect.maxX, y: rect.maxY - nextRadius))
if next.maxX > rect.maxX {
context.addArc(tangent1End: CGPoint(x: rect.maxX, y: rect.maxY), tangent2End: CGPoint(x: rect.maxX + nextRadius, y: rect.maxY), radius: nextRadius)
context.addLine(to: CGPoint(x: next.maxX - nextRadius, y: next.minY))
} else {
context.addArc(tangent1End: CGPoint(x: rect.maxX, y: rect.maxY), tangent2End: CGPoint(x: rect.maxX - nextRadius, y: rect.maxY), radius: nextRadius)
context.addLine(to: CGPoint(x: next.maxX + nextRadius, y: next.minY))
}
context.addArc(tangent1End: next.topRight, tangent2End: CGPoint(x: next.maxX, y: next.minY + nextRadius), radius: nextRadius)
context.addLine(to: CGPoint(x: next.maxX, y: next.midY))
}
}
let last = rects[rects.count - 1]
context.addLine(to: CGPoint(x: last.maxX, y: last.maxY - outerRadius))
context.addArc(tangent1End: last.bottomRight, tangent2End: CGPoint(x: last.maxX - outerRadius, y: last.maxY), radius: outerRadius)
context.addLine(to: CGPoint(x: last.minX + outerRadius, y: last.maxY))
context.addArc(tangent1End: last.bottomLeft, tangent2End: CGPoint(x: last.minX, y: last.maxY - outerRadius), radius: outerRadius)
for i in (1 ..< rects.count).reversed() {
let rect = rects[i]
let prev = rects[i - 1]
if rect.minX == prev.minX {
context.addLine(to: CGPoint(x: prev.minX, y: prev.midY))
} else {
let prevRadius = min(outerRadius, floor(abs(rect.minX - prev.minX) * 0.5))
context.addLine(to: CGPoint(x: rect.minX, y: rect.minY + prevRadius))
if rect.minX < prev.minX {
context.addArc(tangent1End: CGPoint(x: rect.minX, y: rect.minY), tangent2End: CGPoint(x: rect.minX + prevRadius, y: rect.minY), radius: prevRadius)
context.addLine(to: CGPoint(x: prev.minX - prevRadius, y: prev.maxY))
} else {
context.addArc(tangent1End: CGPoint(x: rect.minX, y: rect.minY), tangent2End: CGPoint(x: rect.minX - prevRadius, y: rect.minY), radius: prevRadius)
context.addLine(to: CGPoint(x: prev.minX + prevRadius, y: prev.maxY))
}
context.addArc(tangent1End: prev.bottomLeft, tangent2End: CGPoint(x: prev.minX, y: prev.maxY - prevRadius), radius: prevRadius)
context.addLine(to: CGPoint(x: prev.minX, y: prev.midY))
}
}
context.addLine(to: CGPoint(x: rects[0].minX, y: rects[0].minY + outerRadius))
context.addArc(tangent1End: rects[0].topLeft, tangent2End: CGPoint(x: rects[0].minX + outerRadius, y: rects[0].minY), radius: outerRadius)
context.addLine(to: CGPoint(x: rects[0].midX, y: rects[0].minY))
if stroke {
context.setStrokeColor(color.cgColor)
context.setLineWidth(2.0)
context.strokePath()
} else {
context.fillPath()
}
}
return
}
for i in 0 ..< rects.count {
let rect = rects[i].insetBy(dx: -inset, dy: -inset)
context.fill(rect.offsetBy(dx: -topLeft.x, dy: -topLeft.y))
}
for i in 0 ..< rects.count {
let rect = rects[i].insetBy(dx: -inset, dy: -inset).offsetBy(dx: -topLeft.x, dy: -topLeft.y)
var previous: CGRect?
if i != 0 {
previous = rects[i - 1].insetBy(dx: -inset, dy: -inset).offsetBy(dx: -topLeft.x, dy: -topLeft.y)
}
var next: CGRect?
if i != rects.count - 1 {
next = rects[i + 1].insetBy(dx: -inset, dy: -inset).offsetBy(dx: -topLeft.x, dy: -topLeft.y)
}
if let previous = previous {
if previous.contains(rect.topLeft) {
if abs(rect.topLeft.x - previous.minX) >= innerRadius {
var radius = innerRadius
if let next = next {
radius = min(radius, floor((next.minY - previous.maxY) / 2.0))
}
drawConnectingCorner(context: context, color: color, at: CGPoint(x: rect.topLeft.x, y: previous.maxY), type: .topLeft, radius: radius)
}
} else {
drawFullCorner(context: context, color: color, at: rect.topLeft, type: .topLeft, radius: outerRadius)
}
if previous.contains(rect.topRight.offsetBy(dx: -1.0, dy: 0.0)) {
if abs(rect.topRight.x - previous.maxX) >= innerRadius {
var radius = innerRadius
if let next = next {
radius = min(radius, floor((next.minY - previous.maxY) / 2.0))
}
drawConnectingCorner(context: context, color: color, at: CGPoint(x: rect.topRight.x, y: previous.maxY), type: .topRight, radius: radius)
}
} else {
drawFullCorner(context: context, color: color, at: rect.topRight, type: .topRight, radius: outerRadius)
}
} else {
drawFullCorner(context: context, color: color, at: rect.topLeft, type: .topLeft, radius: outerRadius)
drawFullCorner(context: context, color: color, at: rect.topRight, type: .topRight, radius: outerRadius)
}
if let next = next {
if next.contains(rect.bottomLeft) {
if abs(rect.bottomRight.x - next.maxX) >= innerRadius {
var radius = innerRadius
if let previous = previous {
radius = min(radius, floor((next.minY - previous.maxY) / 2.0))
}
drawConnectingCorner(context: context, color: color, at: CGPoint(x: rect.bottomLeft.x, y: next.minY), type: .bottomLeft, radius: radius)
}
} else {
drawFullCorner(context: context, color: color, at: rect.bottomLeft, type: .bottomLeft, radius: outerRadius)
}
if next.contains(rect.bottomRight.offsetBy(dx: -1.0, dy: 0.0)) {
if abs(rect.bottomRight.x - next.maxX) >= innerRadius {
var radius = innerRadius
if let previous = previous {
radius = min(radius, floor((next.minY - previous.maxY) / 2.0))
}
drawConnectingCorner(context: context, color: color, at: CGPoint(x: rect.bottomRight.x, y: next.minY), type: .bottomRight, radius: radius)
}
} else {
drawFullCorner(context: context, color: color, at: rect.bottomRight, type: .bottomRight, radius: outerRadius)
}
} else {
drawFullCorner(context: context, color: color, at: rect.bottomLeft, type: .bottomLeft, radius: outerRadius)
drawFullCorner(context: context, color: color, at: rect.bottomRight, type: .bottomRight, radius: outerRadius)
}
}
}))
}
public final class LinkHighlightingNode: ASDisplayNode {
public private(set) var rects: [CGRect] = []
public let imageNode: ASImageNode
public var innerRadius: CGFloat = 4.0
public var outerRadius: CGFloat = 4.0
public var inset: CGFloat = 2.0
public var useModernPathCalculation: Bool = false
private var _color: UIColor
public var color: UIColor {
get {
return _color
} set(value) {
self._color = value
if !self.rects.isEmpty {
self.updateImage()
}
}
}
public init(color: UIColor) {
self._color = color
self.imageNode = ASImageNode()
self.imageNode.isUserInteractionEnabled = false
self.imageNode.displaysAsynchronously = false
super.init()
self.addSubnode(self.imageNode)
}
public func updateRects(_ rects: [CGRect], color: UIColor? = nil) {
var updated = false
if self.rects != rects {
updated = true
self.rects = rects
}
if let color, !color.isEqual(self.color) {
updated = true
self.color = color
}
if updated {
self.updateImage()
}
}
private func updateImage() {
if self.rects.isEmpty {
self.imageNode.image = nil
}
let (offset, image) = generateRectsImage(color: self.color, rects: self.rects, inset: self.inset, outerRadius: self.outerRadius, innerRadius: self.innerRadius, useModernPathCalculation: self.useModernPathCalculation)
if let image = image {
self.imageNode.image = image
self.imageNode.frame = CGRect(origin: offset, size: image.size)
}
}
public static func generateImage(color: UIColor, inset: CGFloat, innerRadius: CGFloat, outerRadius: CGFloat, rects: [CGRect], useModernPathCalculation: Bool) -> (CGPoint, UIImage)? {
if rects.isEmpty {
return nil
}
let (offset, image) = generateRectsImage(color: color, rects: rects, inset: inset, outerRadius: outerRadius, innerRadius: innerRadius, useModernPathCalculation: useModernPathCalculation)
if let image = image {
return (offset, image)
} else {
return nil
}
}
public func asyncLayout() -> (UIColor, [CGRect], CGFloat, CGFloat, CGFloat) -> () -> Void {
let currentRects = self.rects
let currentColor = self._color
let currentInnerRadius = self.innerRadius
let currentOuterRadius = self.outerRadius
let currentInset = self.inset
let useModernPathCalculation = self.useModernPathCalculation
return { [weak self] color, rects, innerRadius, outerRadius, inset in
var updatedImage: (CGPoint, UIImage?)?
if currentRects != rects || !currentColor.isEqual(color) || currentInnerRadius != innerRadius || currentOuterRadius != outerRadius || currentInset != inset {
updatedImage = generateRectsImage(color: color, rects: rects, inset: inset, outerRadius: outerRadius, innerRadius: innerRadius, useModernPathCalculation: useModernPathCalculation)
}
return {
if let strongSelf = self {
strongSelf._color = color
strongSelf.rects = rects
strongSelf.innerRadius = innerRadius
strongSelf.outerRadius = outerRadius
strongSelf.inset = inset
if let (offset, maybeImage) = updatedImage, let image = maybeImage {
strongSelf.imageNode.image = image
strongSelf.imageNode.frame = CGRect(origin: offset, size: image.size)
}
}
}
}
}
}