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241 lines
11 KiB
Swift
241 lines
11 KiB
Swift
import Foundation
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import UIKit
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import AsyncDisplayKit
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private enum CornerType {
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case topLeft
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case topRight
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case bottomLeft
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case bottomRight
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}
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private func drawFullCorner(context: CGContext, color: UIColor, at point: CGPoint, type: CornerType, radius: CGFloat) {
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if radius.isZero {
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return
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}
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context.setFillColor(color.cgColor)
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switch type {
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case .topLeft:
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context.clear(CGRect(origin: point, size: CGSize(width: radius, height: radius)))
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context.fillEllipse(in: CGRect(origin: point, size: CGSize(width: radius * 2.0, height: radius * 2.0)))
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case .topRight:
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context.clear(CGRect(origin: CGPoint(x: point.x - radius, y: point.y), size: CGSize(width: radius, height: radius)))
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context.fillEllipse(in: CGRect(origin: CGPoint(x: point.x - radius * 2.0, y: point.y), size: CGSize(width: radius * 2.0, height: radius * 2.0)))
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case .bottomLeft:
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context.clear(CGRect(origin: CGPoint(x: point.x, y: point.y - radius), size: CGSize(width: radius, height: radius)))
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context.fillEllipse(in: CGRect(origin: CGPoint(x: point.x, y: point.y - radius * 2.0), size: CGSize(width: radius * 2.0, height: radius * 2.0)))
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case .bottomRight:
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context.clear(CGRect(origin: CGPoint(x: point.x - radius, y: point.y - radius), size: CGSize(width: radius, height: radius)))
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context.fillEllipse(in: CGRect(origin: CGPoint(x: point.x - radius * 2.0, y: point.y - radius * 2.0), size: CGSize(width: radius * 2.0, height: radius * 2.0)))
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}
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}
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private func drawConnectingCorner(context: CGContext, color: UIColor, at point: CGPoint, type: CornerType, radius: CGFloat) {
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context.setFillColor(color.cgColor)
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switch type {
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case .topLeft:
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context.fill(CGRect(origin: CGPoint(x: point.x - radius, y: point.y), size: CGSize(width: radius, height: radius)))
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context.setFillColor(UIColor.clear.cgColor)
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context.fillEllipse(in: CGRect(origin: CGPoint(x: point.x - radius * 2.0, y: point.y), size: CGSize(width: radius * 2.0, height: radius * 2.0)))
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case .topRight:
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context.fill(CGRect(origin: CGPoint(x: point.x, y: point.y), size: CGSize(width: radius, height: radius)))
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context.setFillColor(UIColor.clear.cgColor)
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context.fillEllipse(in: CGRect(origin: CGPoint(x: point.x, y: point.y), size: CGSize(width: radius * 2.0, height: radius * 2.0)))
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case .bottomLeft:
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context.fill(CGRect(origin: CGPoint(x: point.x - radius, y: point.y - radius), size: CGSize(width: radius, height: radius)))
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context.setFillColor(UIColor.clear.cgColor)
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context.fillEllipse(in: CGRect(origin: CGPoint(x: point.x - radius * 2.0, y: point.y - radius * 2.0), size: CGSize(width: radius * 2.0, height: radius * 2.0)))
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case .bottomRight:
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context.fill(CGRect(origin: CGPoint(x: point.x, y: point.y - radius), size: CGSize(width: radius, height: radius)))
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context.setFillColor(UIColor.clear.cgColor)
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context.fillEllipse(in: CGRect(origin: CGPoint(x: point.x, y: point.y - radius * 2.0), size: CGSize(width: radius * 2.0, height: radius * 2.0)))
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}
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}
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private func generateRectsImage(color: UIColor, rects: [CGRect], inset: CGFloat, outerRadius: CGFloat, innerRadius: CGFloat) -> (CGPoint, UIImage?) {
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if rects.isEmpty {
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return (CGPoint(), nil)
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}
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var topLeft = rects[0].origin
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var bottomRight = CGPoint(x: rects[0].maxX, y: rects[0].maxY)
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for i in 1 ..< rects.count {
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topLeft.x = min(topLeft.x, rects[i].origin.x)
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topLeft.y = min(topLeft.y, rects[i].origin.y)
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bottomRight.x = max(bottomRight.x, rects[i].maxX)
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bottomRight.y = max(bottomRight.y, rects[i].maxY)
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}
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topLeft.x -= inset
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topLeft.y -= inset
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bottomRight.x += inset * 2.0
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bottomRight.y += inset * 2.0
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return (topLeft, generateImage(CGSize(width: bottomRight.x - topLeft.x, height: bottomRight.y - topLeft.y), rotatedContext: { size, context in
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context.clear(CGRect(origin: CGPoint(), size: size))
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context.setFillColor(color.cgColor)
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context.setBlendMode(.copy)
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for i in 0 ..< rects.count {
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let rect = rects[i].insetBy(dx: -inset, dy: -inset)
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context.fill(rect.offsetBy(dx: -topLeft.x, dy: -topLeft.y))
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}
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for i in 0 ..< rects.count {
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let rect = rects[i].insetBy(dx: -inset, dy: -inset).offsetBy(dx: -topLeft.x, dy: -topLeft.y)
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var previous: CGRect?
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if i != 0 {
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previous = rects[i - 1].insetBy(dx: -inset, dy: -inset).offsetBy(dx: -topLeft.x, dy: -topLeft.y)
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}
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var next: CGRect?
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if i != rects.count - 1 {
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next = rects[i + 1].insetBy(dx: -inset, dy: -inset).offsetBy(dx: -topLeft.x, dy: -topLeft.y)
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}
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if let previous = previous {
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if previous.contains(rect.topLeft) {
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if abs(rect.topLeft.x - previous.minX) >= innerRadius {
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var radius = innerRadius
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if let next = next {
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radius = min(radius, floor((next.minY - previous.maxY) / 2.0))
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}
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drawConnectingCorner(context: context, color: color, at: CGPoint(x: rect.topLeft.x, y: previous.maxY), type: .topLeft, radius: radius)
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}
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} else {
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drawFullCorner(context: context, color: color, at: rect.topLeft, type: .topLeft, radius: outerRadius)
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}
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if previous.contains(rect.topRight.offsetBy(dx: -1.0, dy: 0.0)) {
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if abs(rect.topRight.x - previous.maxX) >= innerRadius {
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var radius = innerRadius
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if let next = next {
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radius = min(radius, floor((next.minY - previous.maxY) / 2.0))
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}
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drawConnectingCorner(context: context, color: color, at: CGPoint(x: rect.topRight.x, y: previous.maxY), type: .topRight, radius: radius)
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}
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} else {
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drawFullCorner(context: context, color: color, at: rect.topRight, type: .topRight, radius: outerRadius)
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}
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} else {
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drawFullCorner(context: context, color: color, at: rect.topLeft, type: .topLeft, radius: outerRadius)
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drawFullCorner(context: context, color: color, at: rect.topRight, type: .topRight, radius: outerRadius)
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}
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if let next = next {
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if next.contains(rect.bottomLeft) {
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if abs(rect.bottomRight.x - next.maxX) >= innerRadius {
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var radius = innerRadius
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if let previous = previous {
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radius = min(radius, floor((next.minY - previous.maxY) / 2.0))
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}
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drawConnectingCorner(context: context, color: color, at: CGPoint(x: rect.bottomLeft.x, y: next.minY), type: .bottomLeft, radius: radius)
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}
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} else {
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drawFullCorner(context: context, color: color, at: rect.bottomLeft, type: .bottomLeft, radius: outerRadius)
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}
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if next.contains(rect.bottomRight.offsetBy(dx: -1.0, dy: 0.0)) {
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if abs(rect.bottomRight.x - next.maxX) >= innerRadius {
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var radius = innerRadius
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if let previous = previous {
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radius = min(radius, floor((next.minY - previous.maxY) / 2.0))
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}
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drawConnectingCorner(context: context, color: color, at: CGPoint(x: rect.bottomRight.x, y: next.minY), type: .bottomRight, radius: radius)
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}
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} else {
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drawFullCorner(context: context, color: color, at: rect.bottomRight, type: .bottomRight, radius: outerRadius)
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}
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} else {
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drawFullCorner(context: context, color: color, at: rect.bottomLeft, type: .bottomLeft, radius: outerRadius)
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drawFullCorner(context: context, color: color, at: rect.bottomRight, type: .bottomRight, radius: outerRadius)
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}
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}
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}))
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}
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public final class LinkHighlightingNode: ASDisplayNode {
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private var rects: [CGRect] = []
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private let imageNode: ASImageNode
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public var innerRadius: CGFloat = 4.0
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public var outerRadius: CGFloat = 4.0
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public var inset: CGFloat = 2.0
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private var _color: UIColor
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public var color: UIColor {
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get {
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return _color
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} set(value) {
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self._color = value
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if !self.rects.isEmpty {
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self.updateImage()
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}
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}
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}
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public init(color: UIColor) {
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self._color = color
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self.imageNode = ASImageNode()
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self.imageNode.isUserInteractionEnabled = false
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self.imageNode.displaysAsynchronously = false
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self.imageNode.displayWithoutProcessing = true
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super.init()
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self.addSubnode(self.imageNode)
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}
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public func updateRects(_ rects: [CGRect]) {
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if self.rects != rects {
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self.rects = rects
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self.updateImage()
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}
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}
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private func updateImage() {
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if rects.isEmpty {
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self.imageNode.image = nil
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}
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let (offset, image) = generateRectsImage(color: self.color, rects: self.rects, inset: self.inset, outerRadius: self.outerRadius, innerRadius: self.innerRadius)
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if let image = image {
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self.imageNode.image = image
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self.imageNode.frame = CGRect(origin: offset, size: image.size)
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}
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}
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public func asyncLayout() -> (UIColor, [CGRect], CGFloat, CGFloat, CGFloat) -> () -> Void {
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let currentRects = self.rects
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let currentColor = self._color
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let currentInnerRadius = self.innerRadius
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let currentOuterRadius = self.outerRadius
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let currentInset = self.inset
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return { [weak self] color, rects, innerRadius, outerRadius, inset in
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var updatedImage: (CGPoint, UIImage?)?
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if currentRects != rects || !currentColor.isEqual(color) || currentInnerRadius != innerRadius || currentOuterRadius != outerRadius || currentInset != inset {
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updatedImage = generateRectsImage(color: color, rects: rects, inset: inset, outerRadius: outerRadius, innerRadius: innerRadius)
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}
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return {
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if let strongSelf = self {
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strongSelf._color = color
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strongSelf.rects = rects
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strongSelf.innerRadius = innerRadius
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strongSelf.outerRadius = outerRadius
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strongSelf.inset = inset
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if let (offset, maybeImage) = updatedImage, let image = maybeImage {
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strongSelf.imageNode.image = image
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strongSelf.imageNode.frame = CGRect(origin: offset, size: image.size)
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}
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}
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}
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}
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}
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}
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