Ilya Laktyushin 43c8c3efdd Avatar fixes
2022-12-19 18:26:34 +04:00

441 lines
16 KiB
Swift

import Foundation
import UIKit
import Display
final class PenTool: DrawingElement {
class RenderLayer: SimpleLayer, DrawingRenderLayer {
func setup(size: CGSize) {
self.shouldRasterize = true
self.contentsScale = 1.0
let bounds = CGRect(origin: .zero, size: size)
self.frame = bounds
}
private var color: UIColor?
private var line: StrokeLine?
fileprivate func draw(line: StrokeLine, color: UIColor, rect: CGRect) {
self.line = line
self.color = color
self.setNeedsDisplay(rect.insetBy(dx: -50.0, dy: -50.0))
}
func animateArrowPaths(leftArrowPath: UIBezierPath, rightArrowPath: UIBezierPath, lineWidth: CGFloat, completion: @escaping () -> Void) {
let leftArrowShape = CAShapeLayer()
leftArrowShape.path = leftArrowPath.cgPath
leftArrowShape.lineWidth = lineWidth
leftArrowShape.strokeColor = self.color?.cgColor
leftArrowShape.lineCap = .round
leftArrowShape.frame = self.bounds
self.addSublayer(leftArrowShape)
let rightArrowShape = CAShapeLayer()
rightArrowShape.path = rightArrowPath.cgPath
rightArrowShape.lineWidth = lineWidth
rightArrowShape.strokeColor = self.color?.cgColor
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.line?.drawInContext(ctx)
}
}
let uuid = UUID()
let drawingSize: CGSize
let color: DrawingColor
let lineWidth: CGFloat
let arrow: Bool
var path: Polyline?
var boundingBox: CGRect?
private var renderLine: StrokeLine
let renderLineWidth: CGFloat
let renderArrowLength: CGFloat
let renderArrowLineWidth: CGFloat
var didSetupArrow = false
var arrowLeftPath: UIBezierPath?
var arrowLeftPoint: CGPoint?
var arrowRightPath: UIBezierPath?
var arrowRightPoint: CGPoint?
var translation = CGPoint()
private var currentRenderLayer: DrawingRenderLayer?
var bounds: CGRect {
return self.path?.bounds.offsetBy(dx: self.translation.x, dy: self.translation.y) ?? .zero
}
var points: [Polyline.Point] {
guard let linePath = self.path else {
return []
}
var points: [Polyline.Point] = []
for point in linePath.points {
points.append(point.offsetBy(self.translation))
}
return points
}
func containsPoint(_ point: CGPoint) -> Bool {
return false
// return self.renderPath?.contains(point.offsetBy(CGPoint(x: -self.translation.x, y: -self.translation.y))) ?? false
}
func hasPointsInsidePath(_ path: UIBezierPath) -> Bool {
if let linePath = self.path {
let pathBoundingBox = path.bounds
if self.bounds.intersects(pathBoundingBox) {
for point in linePath.points {
if path.contains(point.location.offsetBy(self.translation)) {
return true
}
}
}
}
return false
}
required init(drawingSize: CGSize, color: DrawingColor, lineWidth: CGFloat, arrow: Bool) {
self.drawingSize = drawingSize
self.color = color
self.lineWidth = lineWidth
self.arrow = arrow
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.renderArrowLength = lineWidth * 3.0
self.renderArrowLineWidth = lineWidth * 0.8
self.renderLine = StrokeLine(color: color.toUIColor(), minLineWidth: minLineWidth + (lineWidth - minLineWidth) * 0.3, lineWidth: lineWidth)
}
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
}
self.path = line
let filterDistance: CGFloat
if point.velocity > 1200 {
filterDistance = 75.0
} else {
filterDistance = 35.0
}
if let previousPoint, point.location.distance(to: previousPoint) < filterDistance, state == .changed, self.renderLine.ready {
return
}
self.previousPoint = point.location
let rect = self.renderLine.draw(at: point)
if let currentRenderLayer = self.currentRenderLayer as? RenderLayer {
currentRenderLayer.draw(line: self.renderLine, color: self.color.toUIColor(), rect: rect)
}
if state == .ended {
if self.arrow {
let points = self.path?.points ?? []
var direction: CGFloat?
if points.count > 4 {
let p2 = points[points.count - 1].location
for i in 1 ..< min(points.count - 2, 12) {
let p1 = points[points.count - 1 - i].location
if p1.distance(to: p2) > renderArrowLength * 0.5 {
direction = p2.angle(to: p1)
break
}
}
}
if let point = points.last?.location, let direction {
let arrowLeftPath = UIBezierPath()
arrowLeftPath.move(to: point)
let leftPoint = point.pointAt(distance: self.renderArrowLength, angle: direction - 0.45)
arrowLeftPath.addLine(to: leftPoint)
let arrowRightPath = UIBezierPath()
arrowRightPath.move(to: point)
let rightPoint = point.pointAt(distance: self.renderArrowLength, angle: direction + 0.45)
arrowRightPath.addLine(to: rightPoint)
self.arrowLeftPath = arrowLeftPath
self.arrowLeftPoint = leftPoint
self.arrowRightPath = arrowRightPath
self.arrowRightPoint = rightPoint
}
}
}
}
func draw(in context: CGContext, size: CGSize) {
context.saveGState()
context.translateBy(x: self.translation.x, y: self.translation.y)
context.setShouldAntialias(true)
self.renderLine.drawInContext(context)
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 class StrokeLine {
struct Segment {
let a: CGPoint
let b: CGPoint
let c: CGPoint
let d: CGPoint
let abWidth: CGFloat
let cdWidth: CGFloat
}
struct Point {
let position: CGPoint
let width: CGFloat
init(position: CGPoint, width: CGFloat) {
self.position = position
self.width = width
}
}
private(set) var points: [Point] = []
private var smoothPoints: [Point] = []
private var segments: [Segment] = []
private let minLineWidth: CGFloat
let lineWidth: CGFloat
private var lastWidth: CGFloat?
var ready = false
let color: UIColor
init(color: UIColor, minLineWidth: CGFloat, lineWidth: CGFloat) {
self.color = color
self.minLineWidth = minLineWidth
self.lineWidth = lineWidth
}
func draw(at point: Polyline.Point) -> CGRect {
var velocity = point.velocity
if velocity.isZero {
velocity = 600.0
}
let width = extractLineWidth(from: velocity)
self.lastWidth = width
let point = Point(position: point.location, width: width)
return appendPoint(point)
}
func drawInContext(_ context: CGContext) {
self.drawSegments(self.segments, inContext: context)
}
func extractLineWidth(from velocity: CGFloat) -> CGFloat {
let minValue = self.minLineWidth
let maxValue = self.lineWidth
var width = max(minValue, min(maxValue + 1.0 - (velocity / 180.0), maxValue))
if let lastWidth = self.lastWidth {
width = width * 0.2 + lastWidth * 0.8
}
return width
}
func appendPoint(_ 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
smoothPoints.append(contentsOf: newSmoothPoints)
guard smoothPoints.count > 1 else { return .null }
let newSegments: ([Segment], CGRect) = {
guard let lastOldSmoothPoint = lastOldSmoothPoint else {
return segments(fromSmoothPoints: newSmoothPoints)
}
return segments(fromSmoothPoints: [lastOldSmoothPoint] + newSmoothPoints)
}()
segments.append(contentsOf: newSegments.0)
self.ready = true
return newSegments.1
}
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 = 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
}
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)
updateRect = updateRect.union(CGRect(x: minX, y: minY, width: maxX - minX, height: maxY - minY))
segments.append(Segment(a: a, b: b, c: c, d: d, abWidth: previousWidth, cdWidth: currentWidth))
}
return (segments, updateRect)
}
func drawSegments(_ segments: [Segment], inContext context: CGContext) {
for segment in segments {
context.beginPath()
//let color = [UIColor.red, UIColor.green, UIColor.blue, UIColor.yellow].randomElement()!
context.setStrokeColor(color.cgColor)
context.setFillColor(color.cgColor)
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.abWidth/2,
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.cdWidth/2,
startAngle: cdStartAngle,
endAngle: cdStartAngle + .pi,
clockwise: true
)
context.closePath()
context.fillPath()
context.strokePath()
}
}
}