Swiftgram/submodules/Display/Display/ContextMenuNode.swift
2019-08-28 22:44:58 +04:00

277 lines
12 KiB
Swift

import Foundation
import UIKit
import AsyncDisplayKit
private func generateShadowImage() -> UIImage? {
return generateImage(CGSize(width: 30.0, height: 1.0), rotatedContext: { size, context in
context.clear(CGRect(origin: CGPoint(), size: size))
context.setShadow(offset: CGSize(), blur: 10.0, color: UIColor(white: 0.18, alpha: 1.0).cgColor)
context.setFillColor(UIColor(white: 0.18, alpha: 1.0).cgColor)
context.fill(CGRect(origin: CGPoint(x: -15.0, y: 0.0), size: CGSize(width: 30.0, height: 1.0)))
})
}
private final class ContextMenuContentScrollNode: ASDisplayNode {
var contentWidth: CGFloat = 0.0
private var initialOffset: CGFloat = 0.0
private let leftShadow: ASImageNode
private let rightShadow: ASImageNode
private let leftOverscrollNode: ASDisplayNode
private let rightOverscrollNode: ASDisplayNode
let contentNode: ASDisplayNode
override init() {
self.contentNode = ASDisplayNode()
let shadowImage = generateShadowImage()
self.leftShadow = ASImageNode()
self.leftShadow.displayWithoutProcessing = true
self.leftShadow.displaysAsynchronously = false
self.leftShadow.image = shadowImage
self.rightShadow = ASImageNode()
self.rightShadow.displayWithoutProcessing = true
self.rightShadow.displaysAsynchronously = false
self.rightShadow.image = shadowImage
self.rightShadow.transform = CATransform3DMakeScale(-1.0, 1.0, 1.0)
self.leftOverscrollNode = ASDisplayNode()
//self.leftOverscrollNode.backgroundColor = UIColor(white: 0.0, alpha: 0.8)
self.rightOverscrollNode = ASDisplayNode()
//self.rightOverscrollNode.backgroundColor = UIColor(white: 0.0, alpha: 0.8)
super.init()
self.contentNode.addSubnode(self.leftOverscrollNode)
self.contentNode.addSubnode(self.rightOverscrollNode)
self.addSubnode(self.contentNode)
self.addSubnode(self.leftShadow)
self.addSubnode(self.rightShadow)
}
override func didLoad() {
super.didLoad()
//let panRecognizer = UIPanGestureRecognizer(target: self, action: #selector(self.panGesture(_:)))
//self.view.addGestureRecognizer(panRecognizer)
}
@objc func panGesture(_ recognizer: UIPanGestureRecognizer) {
switch recognizer.state {
case .began:
self.initialOffset = self.contentNode.bounds.origin.x
case .changed:
var bounds = self.contentNode.bounds
bounds.origin.x = self.initialOffset - recognizer.translation(in: self.view).x
if bounds.origin.x > self.contentWidth - bounds.size.width {
let delta = bounds.origin.x - (self.contentWidth - bounds.size.width)
bounds.origin.x = self.contentWidth - bounds.size.width + ((1.0 - (1.0 / (((delta) * 0.55 / (50.0)) + 1.0))) * 50.0)
}
if bounds.origin.x < 0.0 {
let delta = -bounds.origin.x
bounds.origin.x = -((1.0 - (1.0 / (((delta) * 0.55 / (50.0)) + 1.0))) * 50.0)
}
self.contentNode.bounds = bounds
self.updateShadows(.immediate)
case .ended, .cancelled:
var bounds = self.contentNode.bounds
bounds.origin.x = self.initialOffset - recognizer.translation(in: self.view).x
var duration = 0.4
if abs(bounds.origin.x - self.initialOffset) > 10.0 || abs(recognizer.velocity(in: self.view).x) > 100.0 {
duration = 0.2
if bounds.origin.x < self.initialOffset {
bounds.origin.x = 0.0
} else {
bounds.origin.x = self.contentWidth - bounds.size.width
}
} else {
bounds.origin.x = self.initialOffset
}
if bounds.origin.x > self.contentWidth - bounds.size.width {
bounds.origin.x = self.contentWidth - bounds.size.width
}
if bounds.origin.x < 0.0 {
bounds.origin.x = 0.0
}
let previousBounds = self.contentNode.bounds
self.contentNode.bounds = bounds
self.contentNode.layer.animateBounds(from: previousBounds, to: bounds, duration: duration, timingFunction: kCAMediaTimingFunctionSpring)
self.updateShadows(.animated(duration: duration, curve: .spring))
default:
break
}
}
override func layout() {
let bounds = self.bounds
self.contentNode.frame = bounds
self.leftShadow.frame = CGRect(origin: CGPoint(), size: CGSize(width: 30.0, height: bounds.height))
self.rightShadow.frame = CGRect(origin: CGPoint(x: bounds.size.width - 30.0, y: 0.0), size: CGSize(width: 30.0, height: bounds.height))
self.leftOverscrollNode.frame = bounds.offsetBy(dx: -bounds.width, dy: 0.0)
self.rightOverscrollNode.frame = bounds.offsetBy(dx: self.contentWidth, dy: 0.0)
self.updateShadows(.immediate)
}
private func updateShadows(_ transition: ContainedViewLayoutTransition) {
let bounds = self.contentNode.bounds
let leftAlpha = max(0.0, min(1.0, bounds.minX / 20.0))
transition.updateAlpha(node: self.leftShadow, alpha: leftAlpha)
let rightAlpha = max(0.0, min(1.0, (self.contentWidth - bounds.maxX) / 20.0))
transition.updateAlpha(node: self.rightShadow, alpha: rightAlpha)
}
}
final class ContextMenuNode: ASDisplayNode {
private let actions: [ContextMenuAction]
private let dismiss: () -> Void
private let containerNode: ContextMenuContainerNode
private let scrollNode: ContextMenuContentScrollNode
private let actionNodes: [ContextMenuActionNode]
var sourceRect: CGRect?
var containerRect: CGRect?
var arrowOnBottom: Bool = true
private var dismissedByTouchOutside = false
private let catchTapsOutside: Bool
private let feedback: HapticFeedback?
init(actions: [ContextMenuAction], dismiss: @escaping () -> Void, catchTapsOutside: Bool, hasHapticFeedback: Bool = false) {
self.actions = actions
self.dismiss = dismiss
self.catchTapsOutside = catchTapsOutside
self.containerNode = ContextMenuContainerNode()
self.scrollNode = ContextMenuContentScrollNode()
self.actionNodes = actions.map { action in
return ContextMenuActionNode(action: action)
}
if hasHapticFeedback {
self.feedback = HapticFeedback()
self.feedback?.prepareImpact(.light)
} else {
self.feedback = nil
}
super.init()
self.containerNode.addSubnode(self.scrollNode)
self.addSubnode(self.containerNode)
let dismissNode = {
dismiss()
}
for actionNode in self.actionNodes {
actionNode.dismiss = dismissNode
self.scrollNode.contentNode.addSubnode(actionNode)
}
}
func containerLayoutUpdated(_ layout: ContainerViewLayout, transition: ContainedViewLayoutTransition) {
var unboundActionsWidth: CGFloat = 0.0
let actionSeparatorWidth: CGFloat = UIScreenPixel
for actionNode in self.actionNodes {
if !unboundActionsWidth.isZero {
unboundActionsWidth += actionSeparatorWidth
}
let actionSize = actionNode.measure(CGSize(width: layout.size.width, height: 54.0))
actionNode.frame = CGRect(origin: CGPoint(x: unboundActionsWidth, y: 0.0), size: actionSize)
unboundActionsWidth += actionSize.width
}
let maxActionsWidth = layout.size.width - 20.0
let actionsWidth = min(unboundActionsWidth, maxActionsWidth)
let sourceRect: CGRect = self.sourceRect ?? CGRect(origin: CGPoint(x: layout.size.width / 2.0, y: layout.size.height / 2.0), size: CGSize())
let containerRect: CGRect = self.containerRect ?? self.bounds
let insets = layout.insets(options: [.statusBar, .input])
let verticalOrigin: CGFloat
var arrowOnBottom = true
if sourceRect.minY - 54.0 > containerRect.minY + insets.top {
verticalOrigin = sourceRect.minY - 54.0
} else {
verticalOrigin = min(containerRect.maxY - insets.bottom - 54.0, sourceRect.maxY)
arrowOnBottom = false
}
self.arrowOnBottom = arrowOnBottom
let horizontalOrigin: CGFloat = floor(max(8.0, min(max(sourceRect.minX + 8.0, sourceRect.midX - actionsWidth / 2.0), layout.size.width - actionsWidth - 8.0)))
self.containerNode.frame = CGRect(origin: CGPoint(x: horizontalOrigin, y: verticalOrigin), size: CGSize(width: actionsWidth, height: 54.0))
self.containerNode.relativeArrowPosition = (sourceRect.midX - horizontalOrigin, arrowOnBottom)
self.scrollNode.frame = CGRect(origin: CGPoint(), size: CGSize(width: actionsWidth, height: 54.0))
self.scrollNode.contentWidth = unboundActionsWidth
self.containerNode.layout()
self.scrollNode.layout()
}
func animateIn(bounce: Bool) {
if bounce {
self.containerNode.layer.animateSpring(from: NSNumber(value: Float(0.2)), to: NSNumber(value: Float(1.0)), keyPath: "transform.scale", duration: 0.4)
let containerPosition = self.containerNode.layer.position
self.containerNode.layer.animateSpring(from: NSValue(cgPoint: CGPoint(x: containerPosition.x, y: containerPosition.y + (self.arrowOnBottom ? 1.0 : -1.0) * self.containerNode.bounds.size.height / 2.0)), to: NSValue(cgPoint: containerPosition), keyPath: "position", duration: 0.4)
}
self.allowsGroupOpacity = true
self.layer.rasterizationScale = UIScreen.main.scale
self.layer.shouldRasterize = true
self.layer.animateAlpha(from: 0.0, to: 1.0, duration: 0.1, completion: { [weak self] _ in
self?.allowsGroupOpacity = false
self?.layer.shouldRasterize = false
})
if let feedback = self.feedback {
feedback.impact(.light)
}
}
func animateOut(bounce: Bool, completion: @escaping () -> Void) {
self.allowsGroupOpacity = true
self.layer.rasterizationScale = UIScreen.main.scale
self.layer.shouldRasterize = true
self.layer.animateAlpha(from: 1.0, to: 0.0, duration: 0.2, removeOnCompletion: false, completion: { [weak self] _ in
self?.allowsGroupOpacity = false
self?.layer.shouldRasterize = false
completion()
})
}
override func hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView? {
if let event = event {
var eventIsPresses = false
if #available(iOSApplicationExtension 9.0, *) {
eventIsPresses = event.type == .presses
}
if event.type == .touches || eventIsPresses {
if !self.containerNode.frame.contains(point) {
if !self.dismissedByTouchOutside {
self.dismissedByTouchOutside = true
self.dismiss()
}
if self.catchTapsOutside {
return self.view
}
return nil
}
}
}
return super.hitTest(point, with: event)
}
}