Swiftgram/submodules/ReactionSelectionNode/Sources/ReactionSwipeGestureRecognizer.swift
2019-08-20 23:57:30 +03:00

178 lines
6.9 KiB
Swift

import Foundation
import UIKit
import Display
public final class ReactionSwipeGestureRecognizer: UIPanGestureRecognizer {
private var validatedGesture = false
private var firstLocation: CGPoint = CGPoint()
private var currentLocation: CGPoint = CGPoint()
private var currentReactions: [ReactionGestureItem] = []
private var isActivated = false
private var isAwaitingCompletion = false
private weak var currentContainer: ReactionSelectionParentNode?
private var activationTimer: Timer?
public var availableReactions: (() -> [ReactionGestureItem])?
public var getReactionContainer: (() -> ReactionSelectionParentNode?)?
public var began: (() -> Void)?
public var updateOffset: ((CGFloat, Bool) -> Void)?
public var completed: ((ReactionGestureItem?) -> Void)?
public var displayReply: ((CGFloat) -> Void)?
public var activateReply: (() -> Void)?
override public init(target: Any?, action: Selector?) {
super.init(target: target, action: action)
self.maximumNumberOfTouches = 1
}
override public func reset() {
super.reset()
self.validatedGesture = false
self.currentReactions = []
self.isActivated = false
self.isAwaitingCompletion = false
self.activationTimer?.invalidate()
self.activationTimer = nil
}
override public func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent) {
super.touchesBegan(touches, with: event)
if let availableReactions = self.availableReactions?(), !availableReactions.isEmpty {
self.currentReactions = availableReactions
let touch = touches.first!
self.firstLocation = touch.location(in: nil)
self.currentLocation = self.firstLocation
} else {
self.state = .failed
}
}
override public func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent) {
if self.isAwaitingCompletion {
return
}
guard let _ = self.view else {
return
}
guard let location = touches.first?.location(in: nil) else {
return
}
self.currentLocation = location
var translation = CGPoint(x: location.x - self.firstLocation.x, y: location.y - self.firstLocation.y)
let absTranslationX: CGFloat = abs(translation.x)
let absTranslationY: CGFloat = abs(translation.y)
var updatedOffset = false
if !self.validatedGesture {
if translation.x > 0.0 {
self.state = .failed
} else if absTranslationY > 2.0 && absTranslationY > absTranslationX * 2.0 {
self.state = .failed
} else if absTranslationX > 2.0 && absTranslationY * 2.0 < absTranslationX {
self.validatedGesture = true
self.firstLocation = location
translation = CGPoint()
self.began?()
self.updateOffset?(0.0, false)
updatedOffset = true
self.activationTimer?.invalidate()
final class TimerTarget: NSObject {
let f: () -> Void
init(_ f: @escaping () -> Void) {
self.f = f
}
@objc func event() {
self.f()
}
}
let activationTimer = Timer(timeInterval: 0.3, target: TimerTarget { [weak self] in
guard let strongSelf = self else {
return
}
strongSelf.activationTimer = nil
if strongSelf.validatedGesture {
let location = strongSelf.currentLocation
if !strongSelf.currentReactions.isEmpty, let reactionContainer = strongSelf.getReactionContainer?() {
strongSelf.currentContainer = reactionContainer
let reactionContainerLocation = reactionContainer.view.convert(location, from: nil)
reactionContainer.displayReactions(strongSelf.currentReactions, at: reactionContainerLocation)
}
}
}, selector: #selector(TimerTarget.event), userInfo: nil, repeats: false)
self.activationTimer = activationTimer
RunLoop.main.add(activationTimer, forMode: .common)
}
}
if self.validatedGesture {
if !updatedOffset {
self.updateOffset?(-min(0.0, translation.x), false)
}
if !self.isActivated {
if absTranslationX > 40.0 {
self.isActivated = true
self.displayReply?(-min(0.0, translation.x))
}
} else {
if let reactionContainer = self.currentContainer {
let reactionContainerLocation = reactionContainer.view.convert(location, from: nil)
reactionContainer.updateReactionsAnchor(point: reactionContainerLocation)
}
}
super.touchesMoved(touches, with: event)
}
}
override public func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent) {
if self.isAwaitingCompletion {
return
}
guard let location = touches.first?.location(in: nil) else {
return
}
if self.validatedGesture {
let translation = CGPoint(x: location.x - self.firstLocation.x, y: location.y - self.firstLocation.y)
if let reaction = self.currentContainer?.selectedReaction() {
self.isAwaitingCompletion = true
self.completed?(reaction)
} else {
if translation.x < -40.0 {
self.currentContainer?.dismissReactions(into: nil, hideTarget: false)
self.activateReply?()
self.state = .ended
} else {
self.currentContainer?.dismissReactions(into: nil, hideTarget: false)
self.completed?(nil)
self.state = .cancelled
super.touchesEnded(touches, with: event)
}
}
} else {
self.currentContainer?.dismissReactions(into: nil, hideTarget: false)
self.state = .cancelled
super.touchesEnded(touches, with: event)
}
}
public func complete(into targetNode: ASImageNode?, hideTarget: Bool) {
if self.isAwaitingCompletion {
self.currentContainer?.dismissReactions(into: targetNode, hideTarget: hideTarget)
self.state = .ended
}
}
public func cancel() {
self.state = .cancelled
}
}