mirror of
https://github.com/Swiftgram/Telegram-iOS.git
synced 2025-06-16 05:55:20 +00:00
375 lines
11 KiB
Swift
375 lines
11 KiB
Swift
import Foundation
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import UIKit
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import Display
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import LegacyComponents
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private enum Constants {
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static let maxLevel: CGFloat = 5
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}
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final class VoiceBlobView: UIView, TGModernConversationInputMicButtonDecoration {
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private let smallBlob = BlobView(
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pointsCount: 8,
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minRandomness: 0.1,
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maxRandomness: 0.5,
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minSpeed: 0.2,
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maxSpeed: 0.6,
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minScale: 0.56,
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maxScale: 0.56,
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scaleSpeed: 0
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)
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private let mediumBlob = BlobView(
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pointsCount: 8,
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minRandomness: 1,
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maxRandomness: 2,
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minSpeed: 3,
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maxSpeed: 8,
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minScale: 0.67,
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maxScale: 0.8,
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scaleSpeed: 0.2
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)
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private let bigBlob = BlobView(
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pointsCount: 8,
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minRandomness: 1,
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maxRandomness: 2,
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minSpeed: 3,
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maxSpeed: 8,
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minScale: 0.67,
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maxScale: 1,
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scaleSpeed: 0.2
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)
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override init(frame: CGRect) {
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super.init(frame: frame)
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addSubview(bigBlob)
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addSubview(mediumBlob)
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addSubview(smallBlob)
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}
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required init?(coder: NSCoder) {
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fatalError("init(coder:) has not been implemented")
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}
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func setColor(_ color: UIColor) {
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smallBlob.setColor(color)
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mediumBlob.setColor(color.withAlphaComponent(0.3))
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bigBlob.setColor(color.withAlphaComponent(0.15))
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}
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func updateLevel(_ level: CGFloat) {
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let normalizedLevel = min(1, max(level / Constants.maxLevel, 0))
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smallBlob.level = normalizedLevel
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mediumBlob.level = normalizedLevel
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bigBlob.level = normalizedLevel
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}
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func tick(_ level: CGFloat) { }
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override func layoutSubviews() {
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super.layoutSubviews()
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let isInitial = smallBlob.frame == .zero
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smallBlob.frame = bounds
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mediumBlob.frame = bounds
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bigBlob.frame = bounds
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if isInitial {
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smallBlob.startAnimating()
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mediumBlob.startAnimating()
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bigBlob.startAnimating()
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}
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}
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}
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final class BlobView: UIView {
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let pointsCount: Int
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let smoothness: CGFloat
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let minRandomness: CGFloat
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let maxRandomness: CGFloat
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let minSpeed: CGFloat
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let maxSpeed: CGFloat
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let minScale: CGFloat
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let maxScale: CGFloat
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let scaleSpeed: CGFloat
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var level: CGFloat = 0 {
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didSet {
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speedLevel = max(level, speedLevel)
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scaleLevel = max(level, scaleLevel)
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}
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}
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private var speedLevel: CGFloat = 0
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private var scaleLevel: CGFloat = 0
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private let shapeLayer: CAShapeLayer = {
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let layer = CAShapeLayer()
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layer.strokeColor = nil
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return layer
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}()
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private var transition: CGFloat = 0 {
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didSet {
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guard let currentPoints = currentPoints else { return }
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shapeLayer.path = UIBezierPath.smoothCurve(through: currentPoints, length: bounds.width, smoothness: smoothness).cgPath
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}
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}
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private var fromPoints: [CGPoint]?
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private var toPoints: [CGPoint]?
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private var currentPoints: [CGPoint]? {
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guard let fromPoints = fromPoints, let toPoints = toPoints else { return nil }
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return fromPoints.enumerated().map { offset, fromPoint in
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let toPoint = toPoints[offset]
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return CGPoint(
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x: fromPoint.x + (toPoint.x - fromPoint.x) * transition,
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y: fromPoint.y + (toPoint.y - fromPoint.y) * transition
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)
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}
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}
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init(
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pointsCount: Int,
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minRandomness: CGFloat,
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maxRandomness: CGFloat,
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minSpeed: CGFloat,
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maxSpeed: CGFloat,
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minScale: CGFloat,
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maxScale: CGFloat,
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scaleSpeed: CGFloat
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) {
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self.pointsCount = pointsCount
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self.minRandomness = minRandomness
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self.maxRandomness = maxRandomness
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self.minSpeed = minSpeed
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self.maxSpeed = maxSpeed
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self.minScale = minScale
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self.maxScale = maxScale
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self.scaleSpeed = scaleSpeed
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let angle = (CGFloat.pi * 2) / CGFloat(pointsCount)
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self.smoothness = ((4 / 3) * tan(angle / 4)) / sin(angle / 2) / 2
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super.init(frame: .zero)
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layer.addSublayer(shapeLayer)
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shapeLayer.transform = CATransform3DMakeScale(minScale, minScale, 1)
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}
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required init?(coder: NSCoder) {
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fatalError("init(coder:) has not been implemented")
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}
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func setColor(_ color: UIColor) {
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shapeLayer.fillColor = color.cgColor
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}
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func startAnimating() {
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animateToNewShape()
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animateToNewScale()
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}
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func animateToNewScale() {
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shapeLayer.pop_removeAnimation(forKey: "scale")
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let currentScale = minScale + (maxScale - minScale) * scaleLevel
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let scaleAnimation = POPBasicAnimation(propertyNamed: kPOPLayerScaleXY)!
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scaleAnimation.toValue = CGPoint(x: currentScale, y: currentScale)
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scaleAnimation.duration = CFTimeInterval(scaleSpeed)
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scaleAnimation.completionBlock = { [weak self] animation, finished in
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if finished {
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self?.animateToNewScale()
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}
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}
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shapeLayer.pop_add(scaleAnimation, forKey: "scale")
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scaleLevel = 0
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}
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func animateToNewShape() {
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if pop_animation(forKey: "blob") != nil {
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fromPoints = currentPoints
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toPoints = nil
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pop_removeAllAnimations()
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}
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if fromPoints == nil {
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fromPoints = generateNextBlob(for: bounds.size)
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}
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if toPoints == nil {
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toPoints = generateNextBlob(for: bounds.size)
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}
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let animation = POPBasicAnimation()
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animation.property = POPAnimatableProperty.property(withName: "blob.transition", initializer: { property in
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property?.readBlock = { blobView, values in
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guard let blobView = blobView as? BlobView, let values = values else { return }
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values.pointee = blobView.transition
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}
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property?.writeBlock = { blobView, values in
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guard let blobView = blobView as? BlobView, let values = values else { return }
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blobView.transition = values.pointee
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}
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}) as? POPAnimatableProperty
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animation.completionBlock = { [weak self] animation, finished in
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if finished {
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self?.fromPoints = self?.currentPoints
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self?.toPoints = nil
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self?.animateToNewShape()
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}
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}
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animation.duration = CFTimeInterval(1 / (minSpeed + (maxSpeed - minSpeed) * speedLevel))
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animation.timingFunction = CAMediaTimingFunction(name: .linear)
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animation.fromValue = 0
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animation.toValue = 1
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pop_add(animation, forKey: "blob")
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speedLevel = 0
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}
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// MARK: Helpers
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private func generateNextBlob(for size: CGSize) -> [CGPoint] {
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let randomness = minRandomness + (maxRandomness - minRandomness) * speedLevel
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return blob(pointsCount: pointsCount, randomness: randomness)
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.map {
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return CGPoint(
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x: $0.x * CGFloat(size.width),
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y: $0.y * CGFloat(size.height)
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)
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}
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}
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func blob(pointsCount: Int, randomness: CGFloat) -> [CGPoint] {
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let angle = (CGFloat.pi * 2) / CGFloat(pointsCount)
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let rgen = { () -> CGFloat in
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let accuracy: UInt32 = 1000
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let random = arc4random_uniform(accuracy)
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return CGFloat(random) / CGFloat(accuracy)
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}
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let rangeStart: CGFloat = 1 / (1 + randomness / 10)
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let startAngle = angle * CGFloat(arc4random_uniform(100)) / CGFloat(100)
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let points = (0 ..< pointsCount).map { i -> CGPoint in
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let randPointOffset = (rangeStart + CGFloat(rgen()) * (1 - rangeStart)) / 2
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let angleRandomness: CGFloat = angle * 0.1
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let randAngle = angle + angle * ((angleRandomness * CGFloat(arc4random_uniform(100)) / CGFloat(100)) - angleRandomness * 0.5)
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let pointX = sin(startAngle + CGFloat(i) * randAngle)
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let pointY = cos(startAngle + CGFloat(i) * randAngle)
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return CGPoint(
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x: pointX * randPointOffset,
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y: pointY * randPointOffset
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)
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}
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return points
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}
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override func layoutSubviews() {
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super.layoutSubviews()
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CATransaction.begin()
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CATransaction.setDisableActions(true)
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shapeLayer.position = CGPoint(x: bounds.midX, y: bounds.midY)
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CATransaction.commit()
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}
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}
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private extension UIBezierPath {
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static func smoothCurve(
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through points: [CGPoint],
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length: CGFloat,
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smoothness: CGFloat
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) -> UIBezierPath {
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var smoothPoints = [SmoothPoint]()
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for index in (0 ..< points.count) {
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let prevIndex = index - 1
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let prev = points[prevIndex >= 0 ? prevIndex : points.count + prevIndex]
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let curr = points[index]
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let next = points[(index + 1) % points.count]
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let angle: CGFloat = {
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let dx = next.x - prev.x
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let dy = -next.y + prev.y
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let angle = atan2(dy, dx)
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if angle < 0 {
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return abs(angle)
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} else {
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return 2 * .pi - angle
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}
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}()
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smoothPoints.append(
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SmoothPoint(
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point: curr,
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inAngle: angle + .pi,
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inLength: smoothness * distance(from: curr, to: prev),
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outAngle: angle,
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outLength: smoothness * distance(from: curr, to: next)
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)
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)
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}
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let resultPath = UIBezierPath()
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resultPath.move(to: smoothPoints[0].point)
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for index in (0 ..< smoothPoints.count) {
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let curr = smoothPoints[index]
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let next = smoothPoints[(index + 1) % points.count]
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let currSmoothOut = curr.smoothOut()
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let nextSmoothIn = next.smoothIn()
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resultPath.addCurve(to: next.point, controlPoint1: currSmoothOut, controlPoint2: nextSmoothIn)
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}
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resultPath.close()
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return resultPath
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}
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static private func distance(from fromPoint: CGPoint, to toPoint: CGPoint) -> CGFloat {
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return sqrt((fromPoint.x - toPoint.x) * (fromPoint.x - toPoint.x) + (fromPoint.y - toPoint.y) * (fromPoint.y - toPoint.y))
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}
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struct SmoothPoint {
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let point: CGPoint
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let inAngle: CGFloat
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let inLength: CGFloat
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let outAngle: CGFloat
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let outLength: CGFloat
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func smoothIn() -> CGPoint {
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return smooth(angle: inAngle, length: inLength)
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}
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func smoothOut() -> CGPoint {
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return smooth(angle: outAngle, length: outLength)
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}
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private func smooth(angle: CGFloat, length: CGFloat) -> CGPoint {
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return CGPoint(
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x: point.x + length * cos(angle),
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y: point.y + length * sin(angle)
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)
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}
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}
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}
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