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https://github.com/Swiftgram/Telegram-iOS.git
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377 lines
13 KiB
Swift
377 lines
13 KiB
Swift
import Foundation
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import UIKit
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import Display
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final class MarkerTool: DrawingElement, Codable {
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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 renderLineWidth: CGFloat
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var translation = CGPoint()
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var points: [CGPoint] = []
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weak var metalView: DrawingMetalView?
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var isValid: Bool {
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return !self.points.isEmpty
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}
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var bounds: CGRect {
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return CGRect(origin: .zero, size: self.drawingSize)
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}
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required init(drawingSize: CGSize, color: DrawingColor, lineWidth: CGFloat) {
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self.uuid = UUID()
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self.drawingSize = drawingSize
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self.color = color
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let minLineWidth = max(10.0, max(drawingSize.width, drawingSize.height) * 0.01)
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let maxLineWidth = max(20.0, max(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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}
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private enum CodingKeys: String, CodingKey {
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case uuid
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case drawingSize
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case color
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case renderLineWidth
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case points
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}
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public init(from decoder: Decoder) throws {
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let container = try decoder.container(keyedBy: CodingKeys.self)
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self.uuid = try container.decode(UUID.self, forKey: .uuid)
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self.drawingSize = try container.decode(CGSize.self, forKey: .drawingSize)
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self.color = try container.decode(DrawingColor.self, forKey: .color)
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self.renderLineWidth = try container.decode(CGFloat.self, forKey: .renderLineWidth)
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self.points = try container.decode([CGPoint].self, forKey: .points)
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}
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public func encode(to encoder: Encoder) throws {
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var container = encoder.container(keyedBy: CodingKeys.self)
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try container.encode(self.uuid, forKey: .uuid)
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try container.encode(self.drawingSize, forKey: .drawingSize)
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try container.encode(self.color, forKey: .color)
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try container.encode(self.renderLineWidth, forKey: .renderLineWidth)
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try container.encode(self.points, forKey: .points)
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}
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func setupRenderView(screenSize: CGSize) -> DrawingRenderView? {
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return nil
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}
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func setupRenderLayer() -> DrawingRenderLayer? {
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return nil
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}
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private var didSetup = false
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func updatePath(_ path: DrawingGesturePipeline.DrawingResult, state: DrawingGesturePipeline.DrawingGestureState) {
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guard case let .location(point) = path else {
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return
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}
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self.points.append(point.location)
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self.didSetup = true
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self.metalView?.updated(point, state: state, brush: .marker, color: self.color, size: self.renderLineWidth)
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}
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func draw(in context: CGContext, size: CGSize) {
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guard !self.points.isEmpty else {
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return
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}
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context.saveGState()
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context.translateBy(x: self.translation.x, y: self.translation.y)
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let didSetup = self.didSetup
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if didSetup {
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self.didSetup = false
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} else {
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self.metalView?.setup(self.points, brush: .marker, color: self.color, size: self.renderLineWidth)
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}
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self.metalView?.drawInContext(context)
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if !didSetup {
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self.metalView?.clear()
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}
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context.restoreGState()
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}
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}
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final class NeonTool: DrawingElement, Codable {
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class RenderLayer: SimpleLayer, DrawingRenderLayer {
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var lineWidth: CGFloat = 0.0
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let shadowLayer = SimpleShapeLayer()
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let borderLayer = SimpleShapeLayer()
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let fillLayer = SimpleShapeLayer()
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func setup(size: CGSize, color: DrawingColor, lineWidth: CGFloat, strokeWidth: CGFloat, shadowRadius: CGFloat) {
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self.contentsScale = 1.0
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self.lineWidth = lineWidth
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let bounds = CGRect(origin: .zero, size: size)
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self.frame = bounds
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self.shadowLayer.frame = bounds
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self.shadowLayer.backgroundColor = UIColor.clear.cgColor
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self.shadowLayer.contentsScale = 1.0
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self.shadowLayer.lineWidth = strokeWidth * 0.5
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self.shadowLayer.lineCap = .round
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self.shadowLayer.lineJoin = .round
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self.shadowLayer.fillColor = UIColor.white.cgColor
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self.shadowLayer.strokeColor = UIColor.white.cgColor
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self.shadowLayer.shadowColor = color.toCGColor()
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self.shadowLayer.shadowRadius = shadowRadius
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self.shadowLayer.shadowOpacity = 1.0
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self.shadowLayer.shadowOffset = .zero
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self.borderLayer.frame = bounds
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self.borderLayer.contentsScale = 1.0
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self.borderLayer.lineWidth = strokeWidth
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self.borderLayer.lineCap = .round
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self.borderLayer.lineJoin = .round
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self.borderLayer.fillColor = UIColor.clear.cgColor
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self.borderLayer.strokeColor = UIColor.white.mixedWith(color.toUIColor(), alpha: 0.25).cgColor
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self.fillLayer.frame = bounds
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self.fillLayer.contentsScale = 1.0
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self.fillLayer.fillColor = UIColor.white.cgColor
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self.addSublayer(self.shadowLayer)
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self.addSublayer(self.borderLayer)
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self.addSublayer(self.fillLayer)
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}
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func updatePath(_ path: CGPath) {
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self.shadowLayer.path = path
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self.borderLayer.path = path
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self.fillLayer.path = path
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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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var renderPath: CGPath?
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let renderStrokeWidth: CGFloat
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let renderShadowRadius: CGFloat
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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 isValid: Bool {
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return self.renderPath != nil
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}
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var bounds: CGRect {
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return CGRect(origin: .zero, size: self.drawingSize)
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}
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required init(drawingSize: CGSize, color: DrawingColor, lineWidth: CGFloat) {
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self.uuid = UUID()
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self.drawingSize = drawingSize
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self.color = color
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let strokeWidth = min(drawingSize.width, drawingSize.height) * 0.008
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let shadowRadius = min(drawingSize.width, drawingSize.height) * 0.03
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let minLineWidth = max(1.0, max(drawingSize.width, drawingSize.height) * 0.003)
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let maxLineWidth = max(10.0, max(drawingSize.width, drawingSize.height) * 0.09)
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let lineWidth = minLineWidth + (maxLineWidth - minLineWidth) * lineWidth
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self.renderStrokeWidth = strokeWidth
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self.renderShadowRadius = shadowRadius
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self.renderLineWidth = lineWidth
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}
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private enum CodingKeys: String, CodingKey {
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case uuid
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case drawingSize
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case color
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case renderStrokeWidth
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case renderShadowRadius
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case renderLineWidth
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}
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public init(from decoder: Decoder) throws {
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let container = try decoder.container(keyedBy: CodingKeys.self)
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self.uuid = try container.decode(UUID.self, forKey: .uuid)
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self.drawingSize = try container.decode(CGSize.self, forKey: .drawingSize)
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self.color = try container.decode(DrawingColor.self, forKey: .color)
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self.renderStrokeWidth = try container.decode(CGFloat.self, forKey: .renderStrokeWidth)
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self.renderShadowRadius = try container.decode(CGFloat.self, forKey: .renderShadowRadius)
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self.renderLineWidth = try container.decode(CGFloat.self, forKey: .renderLineWidth)
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// self.points = try container.decode([CGPoint].self, forKey: .points)
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}
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public func encode(to encoder: Encoder) throws {
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var container = encoder.container(keyedBy: CodingKeys.self)
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try container.encode(self.uuid, forKey: .uuid)
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try container.encode(self.drawingSize, forKey: .drawingSize)
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try container.encode(self.color, forKey: .color)
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try container.encode(self.renderStrokeWidth, forKey: .renderStrokeWidth)
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try container.encode(self.renderShadowRadius, forKey: .renderShadowRadius)
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try container.encode(self.renderLineWidth, forKey: .renderLineWidth)
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// try container.encode(self.points, forKey: .points)
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}
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func setupRenderView(screenSize: CGSize) -> DrawingRenderView? {
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return nil
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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, color: self.color, lineWidth: self.renderLineWidth, strokeWidth: self.renderStrokeWidth, shadowRadius: self.renderShadowRadius)
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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 .smoothCurve(bezierPath) = path else {
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return
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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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guard let path = self.renderPath else {
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return
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}
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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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context.setBlendMode(.normal)
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context.addPath(path)
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context.setFillColor(UIColor.white.cgColor)
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context.setStrokeColor(UIColor.white.cgColor)
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context.setLineWidth(self.renderStrokeWidth * 0.5)
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context.setShadow(offset: .zero, blur: self.renderShadowRadius * 1.9, color: self.color.toCGColor())
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context.drawPath(using: .fillStroke)
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context.addPath(path)
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context.setShadow(offset: .zero, blur: 0.0, color: UIColor.clear.cgColor)
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context.setLineCap(.round)
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context.setLineWidth(self.renderStrokeWidth)
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context.setStrokeColor(UIColor.white.mixedWith(self.color.toUIColor(), alpha: 0.25).cgColor)
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context.strokePath()
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context.addPath(path)
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context.setFillColor(UIColor.white.cgColor)
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context.fillPath()
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context.restoreGState()
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}
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}
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final class FillTool: DrawingElement, Codable {
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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 isBlur: Bool
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var blurredImage: UIImage?
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var translation = CGPoint()
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var isValid: Bool {
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return true
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}
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var bounds: CGRect {
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return CGRect(origin: .zero, size: self.drawingSize)
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}
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required init(drawingSize: CGSize, color: DrawingColor, blur: Bool, blurredImage: UIImage?) {
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self.uuid = UUID()
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self.drawingSize = drawingSize
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self.color = color
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self.isBlur = blur
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self.blurredImage = blurredImage
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}
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private enum CodingKeys: String, CodingKey {
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case uuid
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case drawingSize
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case color
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}
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public init(from decoder: Decoder) throws {
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let container = try decoder.container(keyedBy: CodingKeys.self)
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self.uuid = try container.decode(UUID.self, forKey: .uuid)
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self.drawingSize = try container.decode(CGSize.self, forKey: .drawingSize)
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self.color = try container.decode(DrawingColor.self, forKey: .color)
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self.isBlur = false
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// self.points = try container.decode([CGPoint].self, forKey: .points)
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}
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public func encode(to encoder: Encoder) throws {
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var container = encoder.container(keyedBy: CodingKeys.self)
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try container.encode(self.uuid, forKey: .uuid)
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try container.encode(self.drawingSize, forKey: .drawingSize)
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try container.encode(self.color, forKey: .color)
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// try container.encode(self.points, forKey: .points)
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}
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func setupRenderView(screenSize: CGSize) -> DrawingRenderView? {
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return nil
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}
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func setupRenderLayer() -> DrawingRenderLayer? {
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return nil
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}
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func updatePath(_ path: DrawingGesturePipeline.DrawingResult, state: DrawingGesturePipeline.DrawingGestureState) {
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}
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func draw(in context: CGContext, size: CGSize) {
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context.setShouldAntialias(false)
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context.setBlendMode(.copy)
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if self.isBlur {
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if let blurredImage = self.blurredImage?.cgImage {
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context.translateBy(x: size.width / 2.0, y: size.height / 2.0)
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context.scaleBy(x: 1.0, y: -1.0)
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context.translateBy(x: -size.width / 2.0, y: -size.height / 2.0)
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context.draw(blurredImage, in: CGRect(origin: .zero, size: size))
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}
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} else {
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context.setFillColor(self.color.toCGColor())
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context.fill(CGRect(origin: .zero, size: size))
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}
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context.setBlendMode(.normal)
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}
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func containsPoint(_ point: CGPoint) -> Bool {
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return false
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}
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func hasPointsInsidePath(_ path: UIBezierPath) -> Bool {
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return false
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}
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}
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