2022-06-06 18:26:17 +04:00

92 lines
3.5 KiB
Swift

import Foundation
import UIKit
import ComponentFlow
import AppBundle
import Display
public final class AudioTranscriptionPendingIndicatorComponent: Component {
public let color: UIColor
public init(color: UIColor) {
self.color = color
}
public static func ==(lhs: AudioTranscriptionPendingIndicatorComponent, rhs: AudioTranscriptionPendingIndicatorComponent) -> Bool {
if lhs.color !== rhs.color {
return false
}
return true
}
public final class View: UIView {
private var component: AudioTranscriptionPendingIndicatorComponent?
private var dotLayers: [SimpleLayer] = []
override init(frame: CGRect) {
super.init(frame: frame)
for _ in 0 ..< 3 {
let dotLayer = SimpleLayer()
self.dotLayers.append(dotLayer)
self.layer.addSublayer(dotLayer)
}
self.dotLayers[0].didEnterHierarchy = { [weak self] in
self?.restartAnimations()
}
}
required public init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
private func restartAnimations() {
let beginTime = self.layer.convertTime(CACurrentMediaTime(), from: nil)
for i in 0 ..< self.dotLayers.count {
let delay = Double(i) * 0.07
let animation = CABasicAnimation(keyPath: "opacity")
animation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.linear)
animation.beginTime = beginTime + delay
animation.fromValue = 0.0 as NSNumber
animation.toValue = 1.0 as NSNumber
animation.repeatCount = Float.infinity
animation.autoreverses = true
animation.fillMode = .both
self.dotLayers[i].add(animation, forKey: "idle")
}
}
func update(component: AudioTranscriptionPendingIndicatorComponent, availableSize: CGSize, transition: Transition) -> CGSize {
let dotSize: CGFloat = 2.0
let spacing: CGFloat = 3.0
if self.component?.color != component.color {
if let dotImage = generateFilledCircleImage(diameter: dotSize, color: component.color) {
for dotLayer in self.dotLayers {
dotLayer.contents = dotImage.cgImage
}
}
}
self.component = component
let size = CGSize(width: dotSize * CGFloat(self.dotLayers.count) + spacing * CGFloat(self.dotLayers.count - 1), height: dotSize)
for i in 0 ..< self.dotLayers.count {
self.dotLayers[i].frame = CGRect(origin: CGPoint(x: CGFloat(i) * (dotSize + spacing), y: 0.0), size: CGSize(width: dotSize, height: dotSize))
}
return CGSize(width: min(availableSize.width, size.width), height: min(availableSize.height, size.height))
}
}
public func makeView() -> View {
return View(frame: CGRect())
}
public func update(view: View, availableSize: CGSize, state: EmptyComponentState, environment: Environment<Empty>, transition: Transition) -> CGSize {
return view.update(component: self, availableSize: availableSize, transition: transition)
}
}