mirror of
https://github.com/Swiftgram/Telegram-iOS.git
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486 lines
19 KiB
Swift
486 lines
19 KiB
Swift
import Foundation
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import UIKit
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import AsyncDisplayKit
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import Display
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import LegacyComponents
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import TelegramPresentationData
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public struct CheckNodeTheme {
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public let backgroundColor: UIColor
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public let strokeColor: UIColor
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public let borderColor: UIColor
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public let overlayBorder: Bool
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public let hasInset: Bool
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public let hasShadow: Bool
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public let filledBorder: Bool
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public let borderWidth: CGFloat?
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public init(backgroundColor: UIColor, strokeColor: UIColor, borderColor: UIColor, overlayBorder: Bool, hasInset: Bool, hasShadow: Bool, filledBorder: Bool = false, borderWidth: CGFloat? = nil) {
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self.backgroundColor = backgroundColor
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self.strokeColor = strokeColor
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self.borderColor = borderColor
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self.overlayBorder = overlayBorder
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self.hasInset = hasInset
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self.hasShadow = hasShadow
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self.filledBorder = filledBorder
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self.borderWidth = borderWidth
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}
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}
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public extension CheckNodeTheme {
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enum Style {
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case plain
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case overlay
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}
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init(theme: PresentationTheme, style: Style, hasInset: Bool = false) {
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let borderColor: UIColor
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var hasInset = hasInset
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let overlayBorder: Bool
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let hasShadow: Bool
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switch style {
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case .plain:
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borderColor = theme.list.itemCheckColors.strokeColor
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overlayBorder = false
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hasShadow = false
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case .overlay:
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borderColor = UIColor(rgb: 0xffffff)
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hasInset = true
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overlayBorder = true
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hasShadow = true
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}
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self.init(backgroundColor: theme.list.itemCheckColors.fillColor, strokeColor: theme.list.itemCheckColors.foregroundColor, borderColor: borderColor, overlayBorder: overlayBorder, hasInset: hasInset, hasShadow: hasShadow)
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}
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}
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public enum CheckNodeContent {
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case check
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case counter(Int)
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}
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private final class CheckNodeParameters: NSObject {
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let theme: CheckNodeTheme
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let content: CheckNodeContent
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let animationProgress: CGFloat
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let selected: Bool
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let animatingOut: Bool
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init(theme: CheckNodeTheme, content: CheckNodeContent, animationProgress: CGFloat, selected: Bool, animatingOut: Bool) {
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self.theme = theme
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self.content = content
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self.animationProgress = animationProgress
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self.selected = selected
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self.animatingOut = animatingOut
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}
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}
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public class CheckNode: ASDisplayNode {
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private var animatingOut = false
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private var animationProgress: CGFloat = 0.0
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public var theme: CheckNodeTheme {
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didSet {
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self.setNeedsDisplay()
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}
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}
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public init(theme: CheckNodeTheme, content: CheckNodeContent = .check) {
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self.theme = theme
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self.content = content
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super.init()
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self.isOpaque = false
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}
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public var content: CheckNodeContent {
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didSet {
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self.setNeedsDisplay()
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}
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}
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public var selected = false
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public func setSelected(_ selected: Bool, animated: Bool = false) {
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guard self.selected != selected else {
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return
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}
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self.selected = selected
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if animated {
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self.animatingOut = !selected
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let animation = POPBasicAnimation()
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animation.property = (POPAnimatableProperty.property(withName: "progress", initializer: { property in
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property?.readBlock = { node, values in
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values?.pointee = (node as! CheckNode).animationProgress
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}
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property?.writeBlock = { node, values in
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(node as! CheckNode).animationProgress = values!.pointee
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(node as! CheckNode).setNeedsDisplay()
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}
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property?.threshold = 0.01
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}) as! POPAnimatableProperty)
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animation.fromValue = (selected ? 0.0 : 1.0) as NSNumber
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animation.toValue = (selected ? 1.0 : 0.0) as NSNumber
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animation.timingFunction = CAMediaTimingFunction(name: selected ? CAMediaTimingFunctionName.easeOut : CAMediaTimingFunctionName.easeIn)
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animation.duration = selected ? 0.21 : 0.15
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self.pop_add(animation, forKey: "progress")
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} else {
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self.pop_removeAllAnimations()
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self.animatingOut = false
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self.animationProgress = selected ? 1.0 : 0.0
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self.setNeedsDisplay()
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}
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}
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public func setHighlighted(_ highlighted: Bool, animated: Bool = false) {
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}
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override public func drawParameters(forAsyncLayer layer: _ASDisplayLayer) -> NSObjectProtocol? {
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return CheckNodeParameters(theme: self.theme, content: self.content, animationProgress: self.animationProgress, selected: self.selected, animatingOut: self.animatingOut)
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}
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@objc override public class func draw(_ bounds: CGRect, withParameters parameters: Any?, isCancelled: () -> Bool, isRasterizing: Bool) {
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let context = UIGraphicsGetCurrentContext()!
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if !isRasterizing {
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context.setBlendMode(.copy)
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context.setFillColor(UIColor.clear.cgColor)
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context.fill(bounds)
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}
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if let parameters = parameters as? CheckNodeParameters {
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let center = CGPoint(x: bounds.width / 2.0, y: bounds.width / 2.0)
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var borderWidth: CGFloat = 1.0 + UIScreenPixel
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if parameters.theme.hasInset {
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borderWidth = 1.5
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}
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if let customBorderWidth = parameters.theme.borderWidth {
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borderWidth = customBorderWidth
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}
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let checkWidth: CGFloat = 1.5
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let inset: CGFloat = parameters.theme.hasInset ? 2.0 - UIScreenPixel : 0.0
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let checkProgress = parameters.animatingOut ? 1.0 : parameters.animationProgress
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let fillProgress = parameters.animatingOut ? 1.0 : min(1.0, parameters.animationProgress * 1.35)
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context.setStrokeColor(parameters.theme.borderColor.cgColor)
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context.setLineWidth(borderWidth)
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let maybeScaleOut = {
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let animate: Bool
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if case .counter = parameters.content {
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animate = true
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} else if parameters.animatingOut {
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animate = true
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} else {
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animate = false
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}
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if animate {
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context.translateBy(x: bounds.width / 2.0, y: bounds.height / 2.0)
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context.scaleBy(x: parameters.animationProgress, y: parameters.animationProgress)
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context.translateBy(x: -bounds.width / 2.0, y: -bounds.height / 2.0)
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context.setAlpha(parameters.animationProgress)
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}
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}
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let borderInset = borderWidth / 2.0 + inset
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let borderProgress: CGFloat = parameters.theme.filledBorder ? fillProgress : 1.0
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let borderFrame = bounds.insetBy(dx: borderInset, dy: borderInset)
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if parameters.theme.filledBorder {
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maybeScaleOut()
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}
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context.saveGState()
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if parameters.theme.hasShadow {
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context.setShadow(offset: CGSize(), blur: 2.5, color: UIColor(rgb: 0x000000, alpha: 0.22).cgColor)
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}
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context.strokeEllipse(in: borderFrame.insetBy(dx: borderFrame.width * (1.0 - borderProgress), dy: borderFrame.height * (1.0 - borderProgress)))
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context.restoreGState()
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if !parameters.theme.filledBorder {
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maybeScaleOut()
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}
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context.setFillColor(parameters.theme.backgroundColor.cgColor)
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let fillInset = parameters.theme.overlayBorder ? borderWidth + inset : inset
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let fillFrame = bounds.insetBy(dx: fillInset, dy: fillInset)
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context.fillEllipse(in: fillFrame.insetBy(dx: fillFrame.width * (1.0 - fillProgress), dy: fillFrame.height * (1.0 - fillProgress)))
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switch parameters.content {
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case .check:
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let scale = (bounds.width - inset) / 18.0
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let firstSegment: CGFloat = max(0.0, min(1.0, checkProgress * 3.0))
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let s = CGPoint(x: center.x - (4.0 - 0.3333) * scale, y: center.y + 0.5 * scale)
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let p1 = CGPoint(x: 2.5 * scale, y: 3.0 * scale)
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let p2 = CGPoint(x: 4.6667 * scale, y: -6.0 * scale)
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if !firstSegment.isZero {
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if firstSegment < 1.0 {
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context.move(to: CGPoint(x: s.x + p1.x * firstSegment, y: s.y + p1.y * firstSegment))
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context.addLine(to: s)
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} else {
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let secondSegment = (checkProgress - 0.33) * 1.5
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context.move(to: CGPoint(x: s.x + p1.x + p2.x * secondSegment, y: s.y + p1.y + p2.y * secondSegment))
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context.addLine(to: CGPoint(x: s.x + p1.x, y: s.y + p1.y))
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context.addLine(to: s)
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}
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}
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context.setStrokeColor(parameters.theme.strokeColor.cgColor)
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if parameters.theme.strokeColor == .clear {
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context.setBlendMode(.clear)
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}
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context.setLineWidth(checkWidth)
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context.setLineCap(.round)
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context.setLineJoin(.round)
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context.setMiterLimit(10.0)
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context.strokePath()
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case let .counter(number):
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let string = NSAttributedString(string: "\(number)", font: Font.with(size: 16.0, design: .round, weight: .semibold), textColor: parameters.theme.strokeColor)
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let stringSize = string.boundingRect(with: bounds.size, options: .usesLineFragmentOrigin, context: nil).size
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string.draw(at: CGPoint(x: floorToScreenPixels((bounds.width - stringSize.width) / 2.0), y: floorToScreenPixels((bounds.height - stringSize.height) / 2.0)))
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}
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}
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}
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override public func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
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super.touchesBegan(touches, with: event)
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}
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override public func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
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super.touchesEnded(touches, with: event)
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}
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override public func touchesCancelled(_ touches: Set<UITouch>?, with event: UIEvent?) {
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super.touchesCancelled(touches, with: event)
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}
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}
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public class InteractiveCheckNode: CheckNode {
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private let buttonNode: HighlightTrackingButtonNode
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public var valueChanged: ((Bool) -> Void)?
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override public init(theme: CheckNodeTheme, content: CheckNodeContent = .check) {
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self.buttonNode = HighlightTrackingButtonNode()
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super.init(theme: theme, content: content)
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self.addSubnode(self.buttonNode)
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self.buttonNode.addTarget(self, action: #selector(buttonPressed), forControlEvents: .touchUpInside)
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self.buttonNode.highligthedChanged = { [weak self] highlighted in
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guard let strongSelf = self else {
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return
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}
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if highlighted {
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let transition: ContainedViewLayoutTransition = .animated(duration: 0.3, curve: .spring)
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transition.updateTransformScale(node: strongSelf, scale: 0.85)
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} else {
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let transition: ContainedViewLayoutTransition = .animated(duration: 0.5, curve: .spring)
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transition.updateTransformScale(node: strongSelf, scale: 1.0)
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}
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}
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}
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@objc private func buttonPressed() {
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self.setSelected(!self.selected, animated: true)
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self.valueChanged?(self.selected)
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}
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public override func layout() {
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super.layout()
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self.buttonNode.frame = self.bounds
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}
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}
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private final class NullActionClass: NSObject, CAAction {
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@objc func run(forKey event: String, object anObject: Any, arguments dict: [AnyHashable : Any]?) {
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}
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}
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private let nullAction = NullActionClass()
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public class CheckLayer: CALayer {
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private var animatingOut = false
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private var animationProgress: CGFloat = 0.0
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public var theme: CheckNodeTheme {
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didSet {
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self.setNeedsDisplay()
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}
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}
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public init(theme: CheckNodeTheme, content: CheckNodeContent = .check) {
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self.theme = theme
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self.content = content
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super.init()
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self.isOpaque = false
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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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override public func action(forKey event: String) -> CAAction? {
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return nullAction
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}
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public var content: CheckNodeContent {
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didSet {
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self.setNeedsDisplay()
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}
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}
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public var selected = false
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public func setSelected(_ selected: Bool, animated: Bool = false) {
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guard self.selected != selected else {
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return
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}
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self.selected = selected
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if animated {
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self.animatingOut = !selected
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let animation = POPBasicAnimation()
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animation.property = (POPAnimatableProperty.property(withName: "progress", initializer: { property in
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property?.readBlock = { node, values in
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values?.pointee = (node as! CheckLayer).animationProgress
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}
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property?.writeBlock = { node, values in
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(node as! CheckLayer).animationProgress = values!.pointee
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(node as! CheckLayer).setNeedsDisplay()
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}
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property?.threshold = 0.01
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}) as! POPAnimatableProperty)
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animation.fromValue = (selected ? 0.0 : 1.0) as NSNumber
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animation.toValue = (selected ? 1.0 : 0.0) as NSNumber
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animation.timingFunction = CAMediaTimingFunction(name: selected ? CAMediaTimingFunctionName.easeOut : CAMediaTimingFunctionName.easeIn)
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animation.duration = selected ? 0.21 : 0.15
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self.pop_add(animation, forKey: "progress")
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} else {
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self.pop_removeAllAnimations()
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self.animatingOut = false
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self.animationProgress = selected ? 1.0 : 0.0
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self.setNeedsDisplay()
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}
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}
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public func setHighlighted(_ highlighted: Bool, animated: Bool = false) {
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}
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override public func display() {
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if self.bounds.isEmpty {
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return
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}
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self.contents = generateImage(self.bounds.size, rotatedContext: { size, context in
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context.clear(CGRect(origin: CGPoint(), size: size))
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let parameters = CheckNodeParameters(theme: self.theme, content: self.content, animationProgress: self.animationProgress, selected: self.selected, animatingOut: self.animatingOut)
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let center = CGPoint(x: bounds.width / 2.0, y: bounds.width / 2.0)
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var borderWidth: CGFloat = 1.0 + UIScreenPixel
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if parameters.theme.hasInset {
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borderWidth = 1.5
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}
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if let customBorderWidth = parameters.theme.borderWidth {
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borderWidth = customBorderWidth
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}
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let checkWidth: CGFloat = 1.5
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let inset: CGFloat = parameters.theme.hasInset ? 2.0 - UIScreenPixel : 0.0
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let checkProgress = parameters.animatingOut ? 1.0 : parameters.animationProgress
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let fillProgress = parameters.animatingOut ? 1.0 : min(1.0, parameters.animationProgress * 1.35)
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context.setStrokeColor(parameters.theme.borderColor.cgColor)
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context.setLineWidth(borderWidth)
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let maybeScaleOut = {
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if parameters.animatingOut {
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context.translateBy(x: size.width / 2.0, y: size.height / 2.0)
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context.scaleBy(x: parameters.animationProgress, y: parameters.animationProgress)
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context.translateBy(x: -size.width / 2.0, y: -size.height / 2.0)
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context.setAlpha(parameters.animationProgress)
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}
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}
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let borderInset = borderWidth / 2.0 + inset
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let borderProgress: CGFloat = parameters.theme.filledBorder ? fillProgress : 1.0
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let borderFrame = bounds.insetBy(dx: borderInset, dy: borderInset)
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if parameters.theme.filledBorder {
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maybeScaleOut()
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}
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context.saveGState()
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if parameters.theme.hasShadow {
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context.setShadow(offset: CGSize(), blur: 2.5, color: UIColor(rgb: 0x000000, alpha: 0.22).cgColor)
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}
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context.strokeEllipse(in: borderFrame.insetBy(dx: borderFrame.width * (1.0 - borderProgress), dy: borderFrame.height * (1.0 - borderProgress)))
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context.restoreGState()
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if !parameters.theme.filledBorder {
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maybeScaleOut()
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}
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context.setFillColor(parameters.theme.backgroundColor.cgColor)
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let fillInset = parameters.theme.overlayBorder ? borderWidth + inset : inset
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let fillFrame = bounds.insetBy(dx: fillInset, dy: fillInset)
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context.fillEllipse(in: fillFrame.insetBy(dx: fillFrame.width * (1.0 - fillProgress), dy: fillFrame.height * (1.0 - fillProgress)))
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switch parameters.content {
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case .check:
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let scale = (bounds.width - inset) / 18.0
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let firstSegment: CGFloat = max(0.0, min(1.0, checkProgress * 3.0))
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let s = CGPoint(x: center.x - (4.0 - 0.3333) * scale, y: center.y + 0.5 * scale)
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let p1 = CGPoint(x: 2.5 * scale, y: 3.0 * scale)
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let p2 = CGPoint(x: 4.6667 * scale, y: -6.0 * scale)
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if !firstSegment.isZero {
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if firstSegment < 1.0 {
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context.move(to: CGPoint(x: s.x + p1.x * firstSegment, y: s.y + p1.y * firstSegment))
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context.addLine(to: s)
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} else {
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let secondSegment = (checkProgress - 0.33) * 1.5
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context.move(to: CGPoint(x: s.x + p1.x + p2.x * secondSegment, y: s.y + p1.y + p2.y * secondSegment))
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context.addLine(to: CGPoint(x: s.x + p1.x, y: s.y + p1.y))
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context.addLine(to: s)
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}
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}
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context.setStrokeColor(parameters.theme.strokeColor.cgColor)
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if parameters.theme.strokeColor == .clear {
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context.setBlendMode(.clear)
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}
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context.setLineWidth(checkWidth)
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context.setLineCap(.round)
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context.setLineJoin(.round)
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context.setMiterLimit(10.0)
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context.strokePath()
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case let .counter(number):
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let text = NSAttributedString(string: "\(number)", font: Font.with(size: 16.0, design: .round, weight: .regular, traits: []), textColor: parameters.theme.strokeColor)
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text.draw(at: CGPoint())
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}
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})?.cgImage
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}
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}
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