Ilya Laktyushin 36918ecaf9 Various fixes
2022-12-21 16:19:05 +04:00

466 lines
18 KiB
Swift

import Foundation
import UIKit
import Display
final class PenTool: DrawingElement, Codable {
class RenderLayer: SimpleLayer, DrawingRenderLayer {
private weak var element: PenTool?
private var segmentsCount = 0
private var velocity: CGFloat?
private var previousRect: CGRect?
var displayLink: ConstantDisplayLinkAnimator?
func setup(size: CGSize) {
self.shouldRasterize = true
self.contentsScale = 1.0
let bounds = CGRect(origin: .zero, size: size)
self.frame = bounds
self.displayLink = ConstantDisplayLinkAnimator(update: { [weak self] in
if let strongSelf = self {
if let element = strongSelf.element, strongSelf.segmentsCount < element.segments.count, let velocity = strongSelf.velocity {
let delta = max(9, Int(velocity / 100.0))
let start = strongSelf.segmentsCount
strongSelf.segmentsCount = min(strongSelf.segmentsCount + delta, element.segments.count)
let rect = element.boundingRect(from: start, to: strongSelf.segmentsCount)
strongSelf.setNeedsDisplay(rect.insetBy(dx: -80.0, dy: -80.0))
}
}
})
self.displayLink?.frameInterval = 1
self.displayLink?.isPaused = false
}
fileprivate func draw(element: PenTool, velocity: CGFloat, rect: CGRect) {
self.element = element
self.previousRect = rect
if let previous = self.velocity {
self.velocity = velocity * 0.4 + previous * 0.6
} else {
self.velocity = velocity
}
self.setNeedsDisplay(rect.insetBy(dx: -80.0, dy: -80.0))
}
func animateArrowPaths(leftArrowPath: UIBezierPath, rightArrowPath: UIBezierPath, lineWidth: CGFloat, completion: @escaping () -> Void) {
let leftArrowShape = CAShapeLayer()
leftArrowShape.path = leftArrowPath.cgPath
leftArrowShape.lineWidth = lineWidth
leftArrowShape.strokeColor = self.element?.color.toCGColor()
leftArrowShape.lineCap = .round
leftArrowShape.frame = self.bounds
self.addSublayer(leftArrowShape)
let rightArrowShape = CAShapeLayer()
rightArrowShape.path = rightArrowPath.cgPath
rightArrowShape.lineWidth = lineWidth
rightArrowShape.strokeColor = self.element?.color.toCGColor()
rightArrowShape.lineCap = .round
rightArrowShape.frame = self.bounds
self.addSublayer(rightArrowShape)
leftArrowShape.animate(from: 0.0 as NSNumber, to: 1.0 as NSNumber, keyPath: "strokeEnd", timingFunction: CAMediaTimingFunctionName.easeInEaseOut.rawValue, duration: 0.2)
rightArrowShape.animate(from: 0.0 as NSNumber, to: 1.0 as NSNumber, keyPath: "strokeEnd", timingFunction: CAMediaTimingFunctionName.easeInEaseOut.rawValue, duration: 0.2, completion: { [weak leftArrowShape, weak rightArrowShape] _ in
completion()
leftArrowShape?.removeFromSuperlayer()
rightArrowShape?.removeFromSuperlayer()
})
}
override func draw(in ctx: CGContext) {
self.element?.drawSegments(in: ctx, upTo: self.segmentsCount)
}
}
let uuid: UUID
let drawingSize: CGSize
let color: DrawingColor
let renderLineWidth: CGFloat
let renderMinLineWidth: CGFloat
let hasArrow: Bool
let renderArrowLength: CGFloat
let renderArrowLineWidth: CGFloat
var arrowLeftPath: UIBezierPath?
var arrowRightPath: UIBezierPath?
var translation: CGPoint = .zero
private weak var currentRenderLayer: DrawingRenderLayer?
required init(drawingSize: CGSize, color: DrawingColor, lineWidth: CGFloat, hasArrow: Bool) {
self.uuid = UUID()
self.drawingSize = drawingSize
self.color = color
self.hasArrow = hasArrow
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.renderLineWidth = lineWidth
self.renderMinLineWidth = minLineWidth + (lineWidth - minLineWidth) * 0.3
self.renderArrowLength = lineWidth * 3.0
self.renderArrowLineWidth = lineWidth * 0.8
}
private enum CodingKeys: String, CodingKey {
case uuid
case drawingSize
case color
case hasArrow
case renderLineWidth
case renderMinLineWidth
case renderArrowLength
case renderArrowLineWidth
case renderSegments
}
public init(from decoder: Decoder) throws {
let container = try decoder.container(keyedBy: CodingKeys.self)
self.uuid = try container.decode(UUID.self, forKey: .uuid)
self.drawingSize = try container.decode(CGSize.self, forKey: .drawingSize)
self.color = try container.decode(DrawingColor.self, forKey: .color)
self.hasArrow = try container.decode(Bool.self, forKey: .hasArrow)
self.renderLineWidth = try container.decode(CGFloat.self, forKey: .renderLineWidth)
self.renderMinLineWidth = try container.decode(CGFloat.self, forKey: .renderMinLineWidth)
self.renderArrowLength = try container.decode(CGFloat.self, forKey: .renderArrowLength)
self.renderArrowLineWidth = try container.decode(CGFloat.self, forKey: .renderArrowLineWidth)
}
public func encode(to encoder: Encoder) throws {
var container = encoder.container(keyedBy: CodingKeys.self)
try container.encode(self.uuid, forKey: .uuid)
try container.encode(self.drawingSize, forKey: .drawingSize)
try container.encode(self.color, forKey: .color)
try container.encode(self.hasArrow, forKey: .hasArrow)
try container.encode(self.renderLineWidth, forKey: .renderLineWidth)
try container.encode(self.renderMinLineWidth, forKey: .renderMinLineWidth)
try container.encode(self.renderArrowLength, forKey: .renderArrowLength)
try container.encode(self.renderArrowLineWidth, forKey: .renderArrowLineWidth)
}
func finishArrow(_ completion: @escaping () -> Void) {
if let arrowLeftPath, let arrowRightPath {
(self.currentRenderLayer as? RenderLayer)?.animateArrowPaths(leftArrowPath: arrowLeftPath, rightArrowPath: arrowRightPath, lineWidth: self.renderArrowLineWidth, completion: {
completion()
})
} else {
completion()
}
}
func setupRenderLayer() -> DrawingRenderLayer? {
let layer = RenderLayer()
layer.setup(size: self.drawingSize)
self.currentRenderLayer = layer
return layer
}
var previousPoint: CGPoint?
func updatePath(_ path: DrawingGesturePipeline.DrawingResult, state: DrawingGesturePipeline.DrawingGestureState) {
guard case let .polyline(line) = path, let point = line.points.last else {
return
}
let filterDistance: CGFloat
if point.velocity > 1200.0 {
filterDistance = 75.0
} else {
filterDistance = 35.0
}
if let previousPoint, point.location.distance(to: previousPoint) < filterDistance, state == .changed, self.segments.count > 0 {
return
}
self.previousPoint = point.location
var velocity = point.velocity
if velocity.isZero {
velocity = 600.0
}
var effectiveRenderLineWidth = max(self.renderMinLineWidth, min(self.renderLineWidth + 1.0 - (velocity / 180.0), self.renderLineWidth))
if let previousRenderLineWidth = self.previousRenderLineWidth {
effectiveRenderLineWidth = effectiveRenderLineWidth * 0.2 + previousRenderLineWidth * 0.8
}
self.previousRenderLineWidth = effectiveRenderLineWidth
let rect = append(point: Point(position: point.location, width: effectiveRenderLineWidth))
if let currentRenderLayer = self.currentRenderLayer as? RenderLayer, let rect = rect {
currentRenderLayer.draw(element: self, velocity: point.velocity, rect: rect)
}
if state == .ended {
if self.hasArrow {
var direction: CGFloat?
if self.smoothPoints.count > 4 {
let p2 = self.smoothPoints[self.smoothPoints.count - 1].position
for i in 1 ..< min(self.smoothPoints.count - 2, 200) {
let p1 = self.smoothPoints[self.smoothPoints.count - 1 - i].position
if p1.distance(to: p2) > self.renderArrowLength * 0.5 {
direction = p2.angle(to: p1)
break
}
}
}
if let point = self.smoothPoints.last?.position, let direction {
let arrowLeftPath = UIBezierPath()
arrowLeftPath.move(to: point)
arrowLeftPath.addLine(to: point.pointAt(distance: self.renderArrowLength, angle: direction - 0.45))
let arrowRightPath = UIBezierPath()
arrowRightPath.move(to: point)
arrowRightPath.addLine(to: point.pointAt(distance: self.renderArrowLength, angle: direction + 0.45))
self.arrowLeftPath = arrowLeftPath
self.arrowRightPath = arrowRightPath
}
}
}
}
func draw(in context: CGContext, size: CGSize) {
guard !self.segments.isEmpty else {
return
}
context.saveGState()
context.translateBy(x: self.translation.x, y: self.translation.y)
context.setShouldAntialias(true)
self.drawSegments(in: context, upTo: self.segments.count)
if let arrowLeftPath, let arrowRightPath {
context.setStrokeColor(self.color.toCGColor())
context.setLineWidth(self.renderArrowLineWidth)
context.setLineCap(.round)
context.addPath(arrowLeftPath.cgPath)
context.strokePath()
context.addPath(arrowRightPath.cgPath)
context.strokePath()
}
context.restoreGState()
}
private struct Segment {
let a: CGPoint
let b: CGPoint
let c: CGPoint
let d: CGPoint
let radius1: CGFloat
let radius2: CGFloat
let rect: CGRect
}
private struct Point {
let position: CGPoint
let width: CGFloat
init(
position: CGPoint,
width: CGFloat
) {
self.position = position
self.width = width
}
}
private var points: [Point] = []
private var smoothPoints: [Point] = []
private var segments: [Segment] = []
private var previousRenderLineWidth: CGFloat?
private func append(point: Point) -> CGRect? {
self.points.append(point)
guard self.points.count > 2 else { return .null }
let index = self.points.count - 1
let point0 = self.points[index - 2]
let point1 = self.points[index - 1]
let point2 = self.points[index]
let newSmoothPoints = smoothPoints(
fromPoint0: point0,
point1: point1,
point2: point2
)
let lastOldSmoothPoint = smoothPoints.last
self.smoothPoints.append(contentsOf: newSmoothPoints)
guard self.smoothPoints.count > 1 else {
return nil
}
let newSegments: ([Segment], CGRect) = {
guard let lastOldSmoothPoint = lastOldSmoothPoint else {
return segments(fromSmoothPoints: newSmoothPoints)
}
return segments(fromSmoothPoints: [lastOldSmoothPoint] + newSmoothPoints)
}()
self.segments.append(contentsOf: newSegments.0)
return newSegments.1
}
private func smoothPoints(fromPoint0 point0: Point, point1: Point, point2: Point) -> [Point] {
var smoothPoints: [Point] = []
let midPoint1 = (point0.position + point1.position) * 0.5
let midPoint2 = (point1.position + point2.position) * 0.5
let segmentDistance: CGFloat = 3.0
let distance = midPoint1.distance(to: midPoint2)
let numberOfSegments = min(128, max(floor(distance / segmentDistance), 32))
let step = 1.0 / numberOfSegments
for t in stride(from: 0, to: 1, by: step) {
let position = midPoint1 * pow(1 - t, 2) + point1.position * 2 * (1 - t) * t + midPoint2 * t * t
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)
let point = Point(position: position, width: size)
smoothPoints.append(point)
}
let finalPoint = Point(position: midPoint2, width: (point1.width + point2.width) * 0.5)
smoothPoints.append(finalPoint)
return smoothPoints
}
fileprivate func boundingRect(from: Int, to: Int) -> CGRect {
var minX: CGFloat = .greatestFiniteMagnitude
var minY: CGFloat = .greatestFiniteMagnitude
var maxX: CGFloat = 0.0
var maxY: CGFloat = 0.0
for i in from ..< to {
let segment = self.segments[i]
if segment.rect.minX < minX {
minX = segment.rect.minX
}
if segment.rect.maxX > maxX {
maxX = segment.rect.maxX
}
if segment.rect.minY < minY {
minY = segment.rect.minY
}
if segment.rect.maxY > maxY {
maxY = segment.rect.maxY
}
}
return CGRect(x: minX, y: minY, width: maxX - minX, height: maxY - minY)
}
private func segments(fromSmoothPoints smoothPoints: [Point]) -> ([Segment], CGRect) {
var segments: [Segment] = []
var updateRect = CGRect.null
for i in 1 ..< smoothPoints.count {
let previousPoint = smoothPoints[i - 1].position
let previousWidth = smoothPoints[i - 1].width
let currentPoint = smoothPoints[i].position
let currentWidth = smoothPoints[i].width
let direction = currentPoint - previousPoint
guard !currentPoint.isEqual(to: previousPoint, epsilon: 0.0001) else {
continue
}
var perpendicular = CGPoint(x: -direction.y, y: direction.x)
let length = perpendicular.length
if length > 0.0 {
perpendicular = perpendicular / length
}
let a = previousPoint + perpendicular * previousWidth / 2
let b = previousPoint - perpendicular * previousWidth / 2
let c = currentPoint + perpendicular * currentWidth / 2
let d = currentPoint - perpendicular * currentWidth / 2
let ab: CGPoint = {
let center = (b + a) / 2
let radius = center - b
return .init(x: center.x - radius.y, y: center.y + radius.x)
}()
let cd: CGPoint = {
let center = (c + d) / 2
let radius = center - c
return .init(x: center.x + radius.y, y: center.y - radius.x)
}()
let minX = min(a.x, b.x, c.x, d.x, ab.x, cd.x)
let minY = min(a.y, b.y, c.y, d.y, ab.y, cd.y)
let maxX = max(a.x, b.x, c.x, d.x, ab.x, cd.x)
let maxY = max(a.y, b.y, c.y, d.y, ab.y, cd.y)
let segmentRect = CGRect(x: minX, y: minY, width: maxX - minX, height: maxY - minY)
updateRect = updateRect.union(segmentRect)
segments.append(Segment(a: a, b: b, c: c, d: d, radius1: previousWidth / 2.0, radius2: currentWidth / 2.0, rect: segmentRect))
}
return (segments, updateRect)
}
private func drawSegments(in context: CGContext, upTo: Int) {
context.setStrokeColor(self.color.toCGColor())
context.setFillColor(self.color.toCGColor())
for i in 0 ..< upTo {
let segment = self.segments[i]
context.beginPath()
context.move(to: segment.b)
let abStartAngle = atan2(
segment.b.y - segment.a.y,
segment.b.x - segment.a.x
)
context.addArc(
center: (segment.a + segment.b)/2,
radius: segment.radius1,
startAngle: abStartAngle,
endAngle: abStartAngle + .pi,
clockwise: true
)
context.addLine(to: segment.c)
let cdStartAngle = atan2(
segment.c.y - segment.d.y,
segment.c.x - segment.d.x
)
context.addArc(
center: (segment.c + segment.d) / 2,
radius: segment.radius2,
startAngle: cdStartAngle,
endAngle: cdStartAngle + .pi,
clockwise: true
)
context.closePath()
context.fillPath()
context.strokePath()
}
}
}