Files
Swiftgram/submodules/ContextUI/Sources/PinchSourceContainerNode.swift
2026-01-13 19:21:49 +04:00

226 lines
7.1 KiB
Swift

import Foundation
import UIKit
import AsyncDisplayKit
import Display
private func cancelContextGestures(node: ASDisplayNode) {
if let node = node as? ContextControllerSourceNode {
node.cancelGesture()
}
if let supernode = node.supernode {
cancelContextGestures(node: supernode)
}
}
private func cancelContextGestures(view: UIView) {
if let gestureRecognizers = view.gestureRecognizers {
for recognizer in gestureRecognizers {
if let recognizer = recognizer as? InteractiveTransitionGestureRecognizer {
recognizer.cancel()
} else if let recognizer = recognizer as? WindowPanRecognizer {
recognizer.cancel()
}
}
}
if let superview = view.superview {
cancelContextGestures(view: superview)
}
}
public final class PinchSourceGesture: UIPinchGestureRecognizer {
private final class Target {
var updated: (() -> Void)?
@objc func onGesture(_ gesture: UIPinchGestureRecognizer) {
self.updated?()
}
}
private let target: Target
public private(set) var currentTransform: (CGFloat, CGPoint, CGPoint)?
public var began: (() -> Void)?
public var updated: ((CGFloat, CGPoint, CGPoint) -> Void)?
public var ended: (() -> Void)?
private var initialLocation: CGPoint?
private var pinchLocation = CGPoint()
private var currentOffset = CGPoint()
private var currentNumberOfTouches = 0
public init() {
self.target = Target()
super.init(target: self.target, action: #selector(self.target.onGesture(_:)))
self.target.updated = { [weak self] in
self?.gestureUpdated()
}
}
override public func reset() {
super.reset()
self.currentNumberOfTouches = 0
self.initialLocation = nil
}
override public func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent) {
super.touchesBegan(touches, with: event)
//self.currentTouches.formUnion(touches)
}
override public func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent) {
super.touchesEnded(touches, with: event)
}
override public func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent) {
super.touchesCancelled(touches, with: event)
}
override public func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent) {
super.touchesMoved(touches, with: event)
}
private func gestureUpdated() {
switch self.state {
case .began:
self.currentOffset = CGPoint()
let pinchLocation = self.location(in: self.view)
self.pinchLocation = pinchLocation
self.initialLocation = pinchLocation
let scale = max(1.0, self.scale)
self.currentTransform = (scale, self.pinchLocation, self.currentOffset)
self.currentNumberOfTouches = self.numberOfTouches
self.began?()
case .changed:
let locationSum = self.location(in: self.view)
if self.numberOfTouches < 2 && self.currentNumberOfTouches >= 2 {
self.initialLocation = CGPoint(x: locationSum.x - self.currentOffset.x, y: locationSum.y - self.currentOffset.y)
}
self.currentNumberOfTouches = self.numberOfTouches
if let initialLocation = self.initialLocation {
self.currentOffset = CGPoint(x: locationSum.x - initialLocation.x, y: locationSum.y - initialLocation.y)
}
if let (scale, pinchLocation, _) = self.currentTransform {
self.currentTransform = (scale, pinchLocation, self.currentOffset)
self.updated?(scale, pinchLocation, self.currentOffset)
}
let scale = max(1.0, self.scale)
self.currentTransform = (scale, self.pinchLocation, self.currentOffset)
self.updated?(scale, self.pinchLocation, self.currentOffset)
case .ended, .cancelled:
self.ended?()
default:
break
}
}
}
public final class PinchSourceContainerNode: ASDisplayNode, ASGestureRecognizerDelegate {
public let contentNode: ASDisplayNode
public var contentRect: CGRect = CGRect()
private(set) var naturalContentFrame: CGRect?
public let gesture: PinchSourceGesture
public var isPinchGestureEnabled: Bool = true {
didSet {
if self.isPinchGestureEnabled != oldValue {
self.gesture.isEnabled = self.isPinchGestureEnabled
}
}
}
public var maxPinchScale: CGFloat = 10.0
private var isActive: Bool = false
public var activate: ((PinchSourceContainerNode) -> Void)?
public var scaleUpdated: ((CGFloat, ContainedViewLayoutTransition) -> Void)?
public var animatedOut: (() -> Void)?
public var deactivate: (() -> Void)?
public var deactivated: (() -> Void)?
public var updated: ((CGFloat, CGPoint, CGPoint) -> Void)?
override public init() {
self.gesture = PinchSourceGesture()
self.contentNode = ASDisplayNode()
super.init()
self.addSubnode(self.contentNode)
self.gesture.began = { [weak self] in
guard let strongSelf = self else {
return
}
cancelContextGestures(node: strongSelf)
cancelContextGestures(view: strongSelf.view)
strongSelf.isActive = true
strongSelf.activate?(strongSelf)
}
self.gesture.ended = { [weak self] in
guard let strongSelf = self else {
return
}
strongSelf.isActive = false
strongSelf.deactivate?()
strongSelf.deactivated?()
}
self.gesture.updated = { [weak self] scale, pinchLocation, offset in
guard let strongSelf = self else {
return
}
strongSelf.updated?(min(scale, strongSelf.maxPinchScale), pinchLocation, offset)
strongSelf.scaleUpdated?(min(scale, strongSelf.maxPinchScale), .immediate)
}
}
override public func didLoad() {
super.didLoad()
self.view.addGestureRecognizer(self.gesture)
self.view.disablesInteractiveTransitionGestureRecognizerNow = { [weak self] in
guard let strongSelf = self else {
return false
}
return strongSelf.isActive
}
}
public func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool {
return false
}
public func update(size: CGSize, transition: ContainedViewLayoutTransition) {
let contentFrame = CGRect(origin: CGPoint(), size: size)
self.naturalContentFrame = contentFrame
if !self.isActive {
transition.updateFrame(node: self.contentNode, frame: contentFrame)
}
}
public func restoreToNaturalSize() {
guard let naturalContentFrame = self.naturalContentFrame else {
return
}
self.contentNode.frame = naturalContentFrame
}
}