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102 lines
3.3 KiB
Swift
102 lines
3.3 KiB
Swift
//
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// EllipseNode.swift
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// lottie-swift
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//
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// Created by Brandon Withrow on 1/17/19.
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//
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import Foundation
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import QuartzCore
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final class EllipseNodeProperties: NodePropertyMap {
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init(ellipse: Ellipse) {
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self.direction = ellipse.direction
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self.position = NodeProperty(provider: KeyframeInterpolator(keyframes: ellipse.position.keyframes))
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self.size = NodeProperty(provider: KeyframeInterpolator(keyframes: ellipse.size.keyframes))
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self.properties = []
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}
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let direction: PathDirection
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let position: NodeProperty<Vector3D>
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let size: NodeProperty<Vector3D>
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let properties: [AnyNodeProperty]
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}
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final class EllipseNode: AnimatorNode, PathNode {
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let pathOutput: PathOutputNode
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let properties: EllipseNodeProperties
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init(parentNode: AnimatorNode?, ellipse: Ellipse) {
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self.pathOutput = PathOutputNode(parent: parentNode?.outputNode)
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self.properties = EllipseNodeProperties(ellipse: ellipse)
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self.parentNode = parentNode
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}
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// MARK: Animator Node
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var propertyMap: NodePropertyMap {
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return properties
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}
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let parentNode: AnimatorNode?
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var hasLocalUpdates: Bool = false
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var hasUpstreamUpdates: Bool = false
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var lastUpdateFrame: CGFloat? = nil
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var isEnabled: Bool = true {
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didSet{
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self.pathOutput.isEnabled = self.isEnabled
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}
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}
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func rebuildOutputs(frame: CGFloat) {
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let ellipseSize = properties.size.value.sizeValue
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let center = properties.position.value.pointValue
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// Unfortunately we HAVE to manually build out the ellipse.
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// Every Apple method constructs an ellipse from the 3 o-clock position
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// After effects constructs from the Noon position.
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// After effects does clockwise, but also has a flag for reversed.
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var half = ellipseSize * 0.5
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if properties.direction == .counterClockwise {
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half.width = half.width * -1
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}
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let q1 = CGPoint(x: center.x, y: center.y - half.height)
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let q2 = CGPoint(x: center.x + half.width, y: center.y)
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let q3 = CGPoint(x: center.x, y: center.y + half.height)
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let q4 = CGPoint(x: center.x - half.width, y: center.y)
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let cp = half * EllipseNode.ControlPointConstant
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var path = BezierPath(startPoint: CurveVertex(point: q1,
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inTangentRelative: CGPoint(x: -cp.width, y: 0),
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outTangentRelative: CGPoint(x: cp.width, y: 0)))
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path.addVertex(CurveVertex(point: q2,
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inTangentRelative: CGPoint(x: 0, y: -cp.height),
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outTangentRelative: CGPoint(x: 0, y: cp.height)))
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path.addVertex(CurveVertex(point: q3,
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inTangentRelative: CGPoint(x: cp.width, y: 0),
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outTangentRelative: CGPoint(x: -cp.width, y: 0)))
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path.addVertex(CurveVertex(point: q4,
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inTangentRelative: CGPoint(x: 0, y: cp.height),
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outTangentRelative: CGPoint(x: 0, y: -cp.height)))
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path.addVertex(CurveVertex(point: q1,
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inTangentRelative: CGPoint(x: -cp.width, y: 0),
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outTangentRelative: CGPoint(x: cp.width, y: 0)))
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path.close()
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pathOutput.setPath(path, updateFrame: frame)
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}
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static let ControlPointConstant: CGFloat = 0.55228
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}
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