Swiftgram/submodules/PremiumUI/Sources/PremiumStarComponent.swift
2023-09-21 21:09:53 +04:00

575 lines
26 KiB
Swift

import Foundation
import UIKit
import Display
import ComponentFlow
import SwiftSignalKit
import SceneKit
import GZip
import AppBundle
import LegacyComponents
private let sceneVersion: Int = 6
private func deg2rad(_ number: Float) -> Float {
return number * .pi / 180
}
private func rad2deg(_ number: Float) -> Float {
return number * 180.0 / .pi
}
private func generateParticlesTexture() -> UIImage {
return UIImage()
}
private func generateFlecksTexture() -> UIImage {
return UIImage()
}
private func generateShineTexture() -> UIImage {
return UIImage()
}
private func generateDiffuseTexture() -> UIImage {
return generateImage(CGSize(width: 256, height: 256), rotatedContext: { size, context in
let colorsArray: [CGColor] = [
UIColor(rgb: 0x0079ff).cgColor,
UIColor(rgb: 0x6a93ff).cgColor,
UIColor(rgb: 0x9172fe).cgColor,
UIColor(rgb: 0xe46acd).cgColor,
]
var locations: [CGFloat] = [0.0, 0.25, 0.5, 0.75, 1.0]
let gradient = CGGradient(colorsSpace: deviceColorSpace, colors: colorsArray as CFArray, locations: &locations)!
context.drawLinearGradient(gradient, start: CGPoint(x: 0.0, y: 0.0), end: CGPoint(x: size.width, y: size.height), options: CGGradientDrawingOptions())
})!
}
class PremiumStarComponent: Component {
let isIntro: Bool
let isVisible: Bool
let hasIdleAnimations: Bool
init(isIntro: Bool, isVisible: Bool, hasIdleAnimations: Bool) {
self.isIntro = isIntro
self.isVisible = isVisible
self.hasIdleAnimations = hasIdleAnimations
}
static func ==(lhs: PremiumStarComponent, rhs: PremiumStarComponent) -> Bool {
return lhs.isIntro == rhs.isIntro && lhs.isVisible == rhs.isVisible && lhs.hasIdleAnimations == rhs.hasIdleAnimations
}
final class View: UIView, SCNSceneRendererDelegate, ComponentTaggedView {
final class Tag {
}
func matches(tag: Any) -> Bool {
if let _ = tag as? Tag {
return true
}
return false
}
private var _ready = Promise<Bool>()
var ready: Signal<Bool, NoError> {
return self._ready.get()
}
weak var animateFrom: UIView?
weak var containerView: UIView?
var animationColor: UIColor?
private let sceneView: SCNView
private var previousInteractionTimestamp: Double = 0.0
private var timer: SwiftSignalKit.Timer?
private var hasIdleAnimations = false
private let isIntro: Bool
init(frame: CGRect, isIntro: Bool) {
self.isIntro = isIntro
self.sceneView = SCNView(frame: CGRect(origin: .zero, size: CGSize(width: 64.0, height: 64.0)))
self.sceneView.backgroundColor = .clear
self.sceneView.transform = CGAffineTransform(scaleX: 0.5, y: 0.5)
self.sceneView.isUserInteractionEnabled = false
self.sceneView.preferredFramesPerSecond = 60
self.sceneView.isJitteringEnabled = true
super.init(frame: frame)
self.addSubview(self.sceneView)
self.setup()
let panGestureRecoginzer = UIPanGestureRecognizer(target: self, action: #selector(self.handlePan(_:)))
self.addGestureRecognizer(panGestureRecoginzer)
let tapGestureRecoginzer = UITapGestureRecognizer(target: self, action: #selector(self.handleTap(_:)))
self.addGestureRecognizer(tapGestureRecoginzer)
self.disablesInteractiveModalDismiss = true
self.disablesInteractiveTransitionGestureRecognizer = true
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
deinit {
self.timer?.invalidate()
}
private let hapticFeedback = HapticFeedback()
private var delayTapsTill: Double?
@objc private func handleTap(_ gesture: UITapGestureRecognizer) {
guard let scene = self.sceneView.scene, let node = scene.rootNode.childNode(withName: "star", recursively: false) else {
return
}
let currentTime = CACurrentMediaTime()
self.previousInteractionTimestamp = currentTime
if let delayTapsTill = self.delayTapsTill, currentTime < delayTapsTill {
return
}
var left: Bool?
var top: Bool?
if let view = gesture.view {
let point = gesture.location(in: view)
let horizontalDistanceFromCenter = abs(point.x - view.frame.size.width / 2.0)
if horizontalDistanceFromCenter > 60.0 {
return
}
let verticalDistanceFromCenter = abs(point.y - view.frame.size.height / 2.0)
if horizontalDistanceFromCenter > 20.0 {
left = point.x < view.frame.width / 2.0
}
if verticalDistanceFromCenter > 20.0 {
top = point.y < view.frame.height / 2.0
}
}
if node.animationKeys.contains("tapRotate"), let left = left {
self.playAppearanceAnimation(velocity: nil, mirror: left, explode: true)
self.hapticFeedback.impact(.medium)
return
}
let initial = node.eulerAngles
var yaw: CGFloat = 0.0
var pitch: CGFloat = 0.0
if let left = left {
yaw = left ? -0.6 : 0.6
}
if let top = top {
pitch = top ? -0.3 : 0.3
}
let target = SCNVector3(pitch, yaw, 0.0)
let animation = CABasicAnimation(keyPath: "eulerAngles")
animation.fromValue = NSValue(scnVector3: initial)
animation.toValue = NSValue(scnVector3: target)
animation.duration = 0.25
animation.timingFunction = CAMediaTimingFunction(name: .easeOut)
animation.fillMode = .forwards
node.addAnimation(animation, forKey: "tapRotate")
node.eulerAngles = target
Queue.mainQueue().after(0.25) {
node.eulerAngles = initial
let springAnimation = CASpringAnimation(keyPath: "eulerAngles")
springAnimation.fromValue = NSValue(scnVector3: target)
springAnimation.toValue = NSValue(scnVector3: SCNVector3(x: 0.0, y: 0.0, z: 0.0))
springAnimation.mass = 1.0
springAnimation.stiffness = 21.0
springAnimation.damping = 5.8
springAnimation.duration = springAnimation.settlingDuration * 0.8
node.addAnimation(springAnimation, forKey: "tapRotate")
}
self.hapticFeedback.tap()
}
private var previousYaw: Float = 0.0
@objc private func handlePan(_ gesture: UIPanGestureRecognizer) {
guard let scene = self.sceneView.scene, let node = scene.rootNode.childNode(withName: "star", recursively: false) else {
return
}
self.previousInteractionTimestamp = CACurrentMediaTime()
let keys = [
"rotate",
"tapRotate"
]
for key in keys {
node.removeAnimation(forKey: key)
}
switch gesture.state {
case .began:
self.previousYaw = 0.0
case .changed:
let translation = gesture.translation(in: gesture.view)
let yawPan = deg2rad(Float(translation.x))
func rubberBandingOffset(offset: CGFloat, bandingStart: CGFloat) -> CGFloat {
let bandedOffset = offset - bandingStart
let range: CGFloat = 60.0
let coefficient: CGFloat = 0.4
return bandingStart + (1.0 - (1.0 / ((bandedOffset * coefficient / range) + 1.0))) * range
}
var pitchTranslation = rubberBandingOffset(offset: abs(translation.y), bandingStart: 0.0)
if translation.y < 0.0 {
pitchTranslation *= -1.0
}
let pitchPan = deg2rad(Float(pitchTranslation))
self.previousYaw = yawPan
node.eulerAngles = SCNVector3(pitchPan, yawPan, 0.0)
case .ended:
let velocity = gesture.velocity(in: gesture.view)
var smallAngle = false
if (self.previousYaw < .pi / 2 && self.previousYaw > -.pi / 2) && abs(velocity.x) < 200 {
smallAngle = true
}
self.playAppearanceAnimation(velocity: velocity.x, smallAngle: smallAngle, explode: !smallAngle && abs(velocity.x) > 600)
node.eulerAngles = SCNVector3(0.0, 0.0, 0.0)
default:
break
}
}
private func setup() {
let resourceUrl: URL
if let url = getAppBundle().url(forResource: "star", withExtension: "scn") {
resourceUrl = url
} else {
let fileName = "star_\(sceneVersion).scn"
let tmpUrl = URL(fileURLWithPath: NSTemporaryDirectory() + fileName)
if !FileManager.default.fileExists(atPath: tmpUrl.path) {
guard let url = getAppBundle().url(forResource: "star", withExtension: ""),
let compressedData = try? Data(contentsOf: url),
let decompressedData = TGGUnzipData(compressedData, 8 * 1024 * 1024) else {
return
}
try? decompressedData.write(to: tmpUrl)
}
resourceUrl = tmpUrl
}
guard let scene = try? SCNScene(url: resourceUrl, options: nil) else {
return
}
self.sceneView.scene = scene
self.sceneView.delegate = self
let _ = self.sceneView.snapshot()
}
private var didSetReady = false
func renderer(_ renderer: SCNSceneRenderer, didRenderScene scene: SCNScene, atTime time: TimeInterval) {
if !self.didSetReady {
self.didSetReady = true
Queue.mainQueue().justDispatch {
self._ready.set(.single(true))
self.onReady()
}
}
}
private func maybeAnimateIn() {
guard let scene = self.sceneView.scene, let node = scene.rootNode.childNode(withName: "star", recursively: false), let animateFrom = self.animateFrom, var containerView = self.containerView else {
return
}
containerView = containerView.subviews[2].subviews[1]
if let animationColor = self.animationColor {
let newNode = node.clone()
newNode.geometry = node.geometry?.copy() as? SCNGeometry
let colorMaterial = SCNMaterial()
colorMaterial.diffuse.contents = animationColor
colorMaterial.lightingModel = SCNMaterial.LightingModel.blinn
newNode.geometry?.materials = [colorMaterial]
node.addChildNode(newNode)
newNode.scale = SCNVector3(1.03, 1.03, 1.03)
newNode.geometry?.materials.first?.diffuse.contents = animationColor
let animation = CABasicAnimation(keyPath: "opacity")
animation.beginTime = CACurrentMediaTime() + 0.1
animation.duration = 0.7
animation.fromValue = 1.0
animation.toValue = 0.0
animation.fillMode = .forwards
animation.isRemovedOnCompletion = false
animation.completion = { [weak newNode] _ in
newNode?.removeFromParentNode()
}
newNode.addAnimation(animation, forKey: "opacity")
}
let initialPosition = self.sceneView.center
let targetPosition = self.sceneView.superview!.convert(self.sceneView.center, to: containerView)
let sourcePosition = animateFrom.superview!.convert(animateFrom.center, to: containerView).offsetBy(dx: 0.0, dy: -20.0)
containerView.addSubview(self.sceneView)
self.sceneView.center = targetPosition
animateFrom.alpha = 0.0
self.sceneView.layer.animateScale(from: 0.05, to: 0.5, duration: 1.0, timingFunction: kCAMediaTimingFunctionSpring)
self.sceneView.layer.animatePosition(from: sourcePosition, to: targetPosition, duration: 1.0, timingFunction: kCAMediaTimingFunctionSpring, completion: { _ in
self.addSubview(self.sceneView)
self.sceneView.center = initialPosition
})
Queue.mainQueue().after(0.4, {
animateFrom.alpha = 1.0
})
self.animateFrom = nil
self.containerView = nil
}
private func onReady() {
self.setupScaleAnimation()
self.setupGradientAnimation()
self.setupShineAnimation()
self.maybeAnimateIn()
self.playAppearanceAnimation(explode: true)
self.previousInteractionTimestamp = CACurrentMediaTime()
self.timer = SwiftSignalKit.Timer(timeout: 1.0, repeat: true, completion: { [weak self] in
if let strongSelf = self, strongSelf.hasIdleAnimations {
let currentTimestamp = CACurrentMediaTime()
if currentTimestamp > strongSelf.previousInteractionTimestamp + 5.0 {
strongSelf.playAppearanceAnimation()
}
}
}, queue: Queue.mainQueue())
self.timer?.start()
}
private func setupScaleAnimation() {
guard let scene = self.sceneView.scene, let node = scene.rootNode.childNode(withName: "star", recursively: false) else {
return
}
let fromScale: Float = self.isIntro ? 0.1 : 0.08
let toScale: Float = self.isIntro ? 0.115 : 0.092
let animation = CABasicAnimation(keyPath: "scale")
animation.duration = 2.0
animation.fromValue = NSValue(scnVector3: SCNVector3(x: fromScale, y: fromScale, z: fromScale))
animation.toValue = NSValue(scnVector3: SCNVector3(x: toScale, y: toScale, z: toScale))
animation.timingFunction = CAMediaTimingFunction(name: .easeInEaseOut)
animation.autoreverses = true
animation.repeatCount = .infinity
node.addAnimation(animation, forKey: "scale")
}
private func setupGradientAnimation() {
guard let scene = self.sceneView.scene, let node = scene.rootNode.childNode(withName: "star", recursively: false) else {
return
}
guard let initial = node.geometry?.materials.first?.diffuse.contentsTransform else {
return
}
let animation = CABasicAnimation(keyPath: "contentsTransform")
animation.duration = 4.5
animation.fromValue = NSValue(scnMatrix4: initial)
animation.toValue = NSValue(scnMatrix4: SCNMatrix4Translate(initial, -0.35, 0.35, 0))
animation.timingFunction = CAMediaTimingFunction(name: .linear)
animation.autoreverses = true
animation.repeatCount = .infinity
node.geometry?.materials.first?.diffuse.addAnimation(animation, forKey: "gradient")
}
private func setupShineAnimation() {
guard let scene = self.sceneView.scene, let node = scene.rootNode.childNode(withName: "star", recursively: false) else {
return
}
guard let initial = node.geometry?.materials.first?.emission.contentsTransform else {
return
}
if #available(iOS 17.0, *), let material = node.geometry?.materials.first {
material.metalness.intensity = 0.2
}
let animation = CABasicAnimation(keyPath: "contentsTransform")
animation.fillMode = .forwards
animation.fromValue = NSValue(scnMatrix4: initial)
animation.toValue = NSValue(scnMatrix4: SCNMatrix4Translate(initial, -1.6, 0.0, 0.0))
animation.timingFunction = CAMediaTimingFunction(name: .easeOut)
animation.beginTime = 1.1
animation.duration = 0.9
let group = CAAnimationGroup()
group.animations = [animation]
group.beginTime = 1.0
group.duration = 4.0
group.repeatCount = .infinity
node.geometry?.materials.first?.emission.addAnimation(group, forKey: "shimmer")
}
private func playAppearanceAnimation(velocity: CGFloat? = nil, smallAngle: Bool = false, mirror: Bool = false, explode: Bool = false) {
guard let scene = self.sceneView.scene, let node = scene.rootNode.childNode(withName: "star", recursively: false) else {
return
}
let currentTime = CACurrentMediaTime()
self.previousInteractionTimestamp = currentTime
self.delayTapsTill = currentTime + 0.85
if explode, let node = scene.rootNode.childNode(withName: "swirl", recursively: false), let particlesLeft = scene.rootNode.childNode(withName: "particles_left", recursively: false), let particlesRight = scene.rootNode.childNode(withName: "particles_right", recursively: false), let particlesBottomLeft = scene.rootNode.childNode(withName: "particles_left_bottom", recursively: false), let particlesBottomRight = scene.rootNode.childNode(withName: "particles_right_bottom", recursively: false) {
if let leftParticleSystem = particlesLeft.particleSystems?.first, let rightParticleSystem = particlesRight.particleSystems?.first, let leftBottomParticleSystem = particlesBottomLeft.particleSystems?.first, let rightBottomParticleSystem = particlesBottomRight.particleSystems?.first {
leftParticleSystem.speedFactor = 2.0
leftParticleSystem.particleVelocity = 1.6
leftParticleSystem.birthRate = 60.0
leftParticleSystem.particleLifeSpan = 4.0
rightParticleSystem.speedFactor = 2.0
rightParticleSystem.particleVelocity = 1.6
rightParticleSystem.birthRate = 60.0
rightParticleSystem.particleLifeSpan = 4.0
leftBottomParticleSystem.particleVelocity = 1.6
leftBottomParticleSystem.birthRate = 24.0
leftBottomParticleSystem.particleLifeSpan = 7.0
rightBottomParticleSystem.particleVelocity = 1.6
rightBottomParticleSystem.birthRate = 24.0
rightBottomParticleSystem.particleLifeSpan = 7.0
node.physicsField?.isActive = true
Queue.mainQueue().after(1.0) {
node.physicsField?.isActive = false
leftParticleSystem.birthRate = 15.0
leftParticleSystem.particleVelocity = 1.0
leftParticleSystem.particleLifeSpan = 3.0
rightParticleSystem.birthRate = 15.0
rightParticleSystem.particleVelocity = 1.0
rightParticleSystem.particleLifeSpan = 3.0
leftBottomParticleSystem.particleVelocity = 1.0
leftBottomParticleSystem.birthRate = 10.0
leftBottomParticleSystem.particleLifeSpan = 5.0
rightBottomParticleSystem.particleVelocity = 1.0
rightBottomParticleSystem.birthRate = 10.0
rightBottomParticleSystem.particleLifeSpan = 5.0
let leftAnimation = POPBasicAnimation()
leftAnimation.property = (POPAnimatableProperty.property(withName: "speedFactor", initializer: { property in
property?.readBlock = { particleSystem, values in
values?.pointee = (particleSystem as! SCNParticleSystem).speedFactor
}
property?.writeBlock = { particleSystem, values in
(particleSystem as! SCNParticleSystem).speedFactor = values!.pointee
}
property?.threshold = 0.01
}) as! POPAnimatableProperty)
leftAnimation.fromValue = 1.2 as NSNumber
leftAnimation.toValue = 0.85 as NSNumber
leftAnimation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.linear)
leftAnimation.duration = 0.5
leftParticleSystem.pop_add(leftAnimation, forKey: "speedFactor")
let rightAnimation = POPBasicAnimation()
rightAnimation.property = (POPAnimatableProperty.property(withName: "speedFactor", initializer: { property in
property?.readBlock = { particleSystem, values in
values?.pointee = (particleSystem as! SCNParticleSystem).speedFactor
}
property?.writeBlock = { particleSystem, values in
(particleSystem as! SCNParticleSystem).speedFactor = values!.pointee
}
property?.threshold = 0.01
}) as! POPAnimatableProperty)
rightAnimation.fromValue = 1.2 as NSNumber
rightAnimation.toValue = 0.85 as NSNumber
rightAnimation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.linear)
rightAnimation.duration = 0.5
rightParticleSystem.pop_add(rightAnimation, forKey: "speedFactor")
}
}
}
var from = node.presentation.eulerAngles
if abs(from.y - .pi * 2.0) < 0.001 {
from.y = 0.0
}
node.removeAnimation(forKey: "tapRotate")
var toValue: Float = smallAngle ? 0.0 : .pi * 2.0
if let velocity = velocity, !smallAngle && abs(velocity) > 200 && velocity < 0.0 {
toValue *= -1
}
if mirror {
toValue *= -1
}
let to = SCNVector3(x: 0.0, y: toValue, z: 0.0)
let distance = rad2deg(to.y - from.y)
guard !distance.isZero else {
return
}
let springAnimation = CASpringAnimation(keyPath: "eulerAngles")
springAnimation.fromValue = NSValue(scnVector3: from)
springAnimation.toValue = NSValue(scnVector3: to)
springAnimation.mass = 1.0
springAnimation.stiffness = 21.0
springAnimation.damping = 5.8
springAnimation.duration = springAnimation.settlingDuration * 0.75
springAnimation.initialVelocity = velocity.flatMap { abs($0 / CGFloat(distance)) } ?? 1.7
springAnimation.completion = { [weak node] finished in
if finished {
node?.eulerAngles = SCNVector3(x: 0.0, y: 0.0, z: 0.0)
}
}
node.addAnimation(springAnimation, forKey: "rotate")
}
func update(component: PremiumStarComponent, availableSize: CGSize, transition: Transition) -> CGSize {
self.sceneView.bounds = CGRect(origin: .zero, size: CGSize(width: availableSize.width * 2.0, height: availableSize.height * 2.0))
if self.sceneView.superview == self {
self.sceneView.center = CGPoint(x: availableSize.width / 2.0, y: availableSize.height / 2.0)
}
self.hasIdleAnimations = component.hasIdleAnimations
return availableSize
}
}
func makeView() -> View {
return View(frame: CGRect(), isIntro: self.isIntro)
}
func update(view: View, availableSize: CGSize, state: EmptyComponentState, environment: Environment<Empty>, transition: Transition) -> CGSize {
return view.update(component: self, availableSize: availableSize, transition: transition)
}
}