mirror of
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184 lines
7.5 KiB
Swift
184 lines
7.5 KiB
Swift
import Foundation
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import UIKit
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import Display
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extension CATransform3D {
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func interpolate(with other: CATransform3D, fraction: CGFloat) -> CATransform3D {
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var vectors = Array<CGFloat>(repeating: 0.0, count: 16)
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vectors[0] = self.m11 + (other.m11 - self.m11) * fraction
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vectors[1] = self.m12 + (other.m12 - self.m12) * fraction
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vectors[2] = self.m13 + (other.m13 - self.m13) * fraction
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vectors[3] = self.m14 + (other.m14 - self.m14) * fraction
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vectors[4] = self.m21 + (other.m21 - self.m21) * fraction
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vectors[5] = self.m22 + (other.m22 - self.m22) * fraction
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vectors[6] = self.m23 + (other.m23 - self.m23) * fraction
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vectors[7] = self.m24 + (other.m24 - self.m24) * fraction
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vectors[8] = self.m31 + (other.m31 - self.m31) * fraction
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vectors[9] = self.m32 + (other.m32 - self.m32) * fraction
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vectors[10] = self.m33 + (other.m33 - self.m33) * fraction
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vectors[11] = self.m34 + (other.m34 - self.m34) * fraction
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vectors[12] = self.m41 + (other.m41 - self.m41) * fraction
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vectors[13] = self.m42 + (other.m42 - self.m42) * fraction
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vectors[14] = self.m43 + (other.m43 - self.m43) * fraction
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vectors[15] = self.m44 + (other.m44 - self.m44) * fraction
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return CATransform3D(m11: vectors[0], m12: vectors[1], m13: vectors[2], m14: vectors[3], m21: vectors[4], m22: vectors[5], m23: vectors[6], m24: vectors[7], m31: vectors[8], m32: vectors[9], m33: vectors[10], m34: vectors[11], m41: vectors[12], m42: vectors[13], m43: vectors[14], m44: vectors[15])
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}
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}
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private extension CGFloat {
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func interpolate(with other: CGFloat, fraction: CGFloat) -> CGFloat {
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let invT = 1.0 - fraction
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let result = other * fraction + self * invT
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return result
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}
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}
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private extension CGPoint {
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func interpolate(with other: CGPoint, fraction: CGFloat) -> CGPoint {
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return CGPoint(x: self.x.interpolate(with: other.x, fraction: fraction), y: self.y.interpolate(with: other.y, fraction: fraction))
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}
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}
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private extension CGSize {
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func interpolate(with other: CGSize, fraction: CGFloat) -> CGSize {
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return CGSize(width: self.width.interpolate(with: other.width, fraction: fraction), height: self.height.interpolate(with: other.height, fraction: fraction))
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}
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}
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extension CGRect {
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func interpolate(with other: CGRect, fraction: CGFloat) -> CGRect {
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return CGRect(origin: self.origin.interpolate(with: other.origin, fraction: fraction), size: self.size.interpolate(with: other.size, fraction: fraction))
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}
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}
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private let maxInteritemSpacing: CGFloat = 240.0
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let additionalInsetTop: CGFloat = 16.0
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private let additionalInsetBottom: CGFloat = 0.0
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private let zOffset: CGFloat = -60.0
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private let perspectiveCorrection: CGFloat = -1.0 / 1000.0
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private let maxRotationAngle: CGFloat = -CGFloat.pi / 2.2
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func angle(for origin: CGFloat, itemCount: Int, scrollBounds: CGRect, contentHeight: CGFloat?, insets: UIEdgeInsets) -> CGFloat {
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var rotationAngle = rotationAngleAt0(itemCount: itemCount)
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var contentOffset = scrollBounds.origin.y
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if contentOffset < 0.0 {
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contentOffset *= 2.0
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}
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var yOnScreen = origin - contentOffset - additionalInsetTop - insets.top
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if yOnScreen < 0 {
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yOnScreen = 0
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} else if yOnScreen > scrollBounds.height {
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yOnScreen = scrollBounds.height
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}
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let maxRotationVariance = maxRotationAngle - rotationAngleAt0(itemCount: itemCount)
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rotationAngle += (maxRotationVariance / scrollBounds.height) * yOnScreen
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return rotationAngle
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}
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func final3dTransform(for origin: CGFloat, size: CGSize, contentHeight: CGFloat?, itemCount: Int, forcedAngle: CGFloat? = nil, additionalAngle: CGFloat? = nil, scrollBounds: CGRect, insets: UIEdgeInsets) -> CATransform3D {
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var transform = CATransform3DIdentity
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transform.m34 = perspectiveCorrection
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let rotationAngle = forcedAngle ?? angle(for: origin, itemCount: itemCount, scrollBounds: scrollBounds, contentHeight: contentHeight, insets: insets)
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var effectiveRotationAngle = rotationAngle
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if let additionalAngle = additionalAngle {
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effectiveRotationAngle += additionalAngle
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}
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let r = size.height / 2.0 + abs(zOffset / sin(rotationAngle))
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let zTranslation = r * sin(rotationAngle)
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let yTranslation: CGFloat = r * (1 - cos(rotationAngle))
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let zTranslateTransform = CATransform3DTranslate(transform, 0.0, -yTranslation, zTranslation)
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let rotateTransform = CATransform3DRotate(zTranslateTransform, effectiveRotationAngle, 1.0, 0.0, 0.0)
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return rotateTransform
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}
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func interitemSpacing(itemCount: Int, boundingSize: CGSize, insets: UIEdgeInsets) -> CGFloat {
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var interitemSpacing = maxInteritemSpacing
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if itemCount > 0 {
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interitemSpacing = (boundingSize.height - additionalInsetTop - additionalInsetBottom - insets.top) / CGFloat(min(itemCount, 5))
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}
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return interitemSpacing
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}
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func frameForIndex(index: Int, size: CGSize, insets: UIEdgeInsets, itemCount: Int, boundingSize: CGSize) -> CGRect {
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let spacing = interitemSpacing(itemCount: itemCount, boundingSize: boundingSize, insets: insets)
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let y = additionalInsetTop + insets.top + spacing * CGFloat(index)
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let origin = CGPoint(x: insets.left, y: y)
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return CGRect(origin: origin, size: CGSize(width: size.width - insets.left - insets.right, height: size.height))
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}
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func rotationAngleAt0(itemCount: Int) -> CGFloat {
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let multiplier: CGFloat = min(CGFloat(itemCount), 5.0) - 1.0
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return -CGFloat.pi / 7.0 - CGFloat.pi / 7.0 * multiplier / 4.0
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}
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final class BlurView: UIVisualEffectView {
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private func setup() {
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for subview in self.subviews {
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if subview.description.contains("VisualEffectSubview") {
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subview.isHidden = true
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}
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}
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if let sublayer = self.layer.sublayers?[0], let filters = sublayer.filters {
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sublayer.backgroundColor = nil
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sublayer.isOpaque = false
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let allowedKeys: [String] = [
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"gaussianBlur",
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"colorSaturate"
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]
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sublayer.filters = filters.filter { filter in
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guard let filter = filter as? NSObject else {
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return true
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}
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let filterName = String(describing: filter)
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if !allowedKeys.contains(filterName) {
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return false
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}
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return true
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}
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}
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}
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override var effect: UIVisualEffect? {
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get {
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return super.effect
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}
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set {
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super.effect = newValue
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self.setup()
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}
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}
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override func didAddSubview(_ subview: UIView) {
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super.didAddSubview(subview)
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self.setup()
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}
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}
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let shadowImage: UIImage? = {
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return generateImage(CGSize(width: 1.0, height: 480.0), rotatedContext: { size, context in
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let bounds = CGRect(origin: CGPoint(), size: size)
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context.clear(bounds)
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let gradientColors = [UIColor.black.withAlphaComponent(0.0).cgColor, UIColor.black.withAlphaComponent(0.55).cgColor, UIColor.black.withAlphaComponent(0.55).cgColor] as CFArray
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var locations: [CGFloat] = [0.0, 0.65, 1.0]
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let colorSpace = CGColorSpaceCreateDeviceRGB()
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let gradient = CGGradient(colorsSpace: colorSpace, colors: gradientColors, locations: &locations)!
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context.drawLinearGradient(gradient, start: CGPoint(x: 0.0, y: 0.0), end: CGPoint(x: 0.0, y: bounds.height), options: [])
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})
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}()
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