Swiftgram/submodules/SemanticStatusNode/Sources/SemanticStatusNode.swift
Ilya Laktyushin e8949fb24f Various Fixes
2021-03-22 22:57:17 +05:00

936 lines
41 KiB
Swift

import Foundation
import UIKit
import AsyncDisplayKit
import Display
import SwiftSignalKit
import RLottieBinding
import GZip
import AppBundle
public enum SemanticStatusNodeState: Equatable {
public struct ProgressAppearance: Equatable {
public var inset: CGFloat
public var lineWidth: CGFloat
public init(inset: CGFloat, lineWidth: CGFloat) {
self.inset = inset
self.lineWidth = lineWidth
}
}
public struct CheckAppearance: Equatable {
public var lineWidth: CGFloat
public init(lineWidth: CGFloat) {
self.lineWidth = lineWidth
}
}
case none
case download
case play
case pause
case check(appearance: CheckAppearance?)
case progress(value: CGFloat?, cancelEnabled: Bool, appearance: ProgressAppearance?)
case customIcon(UIImage)
}
private protocol SemanticStatusNodeStateDrawingState: NSObjectProtocol {
func draw(context: CGContext, size: CGSize, foregroundColor: UIColor)
}
private protocol SemanticStatusNodeStateContext: class {
var isAnimating: Bool { get }
func drawingState(transitionFraction: CGFloat) -> SemanticStatusNodeStateDrawingState
}
private enum SemanticStatusNodeIcon: Equatable {
case none
case download
case play
case pause
case custom(UIImage)
}
private func svgPath(_ path: StaticString, scale: CGPoint = CGPoint(x: 1.0, y: 1.0), offset: CGPoint = CGPoint()) throws -> UIBezierPath {
var index: UnsafePointer<UInt8> = path.utf8Start
let end = path.utf8Start.advanced(by: path.utf8CodeUnitCount)
let path = UIBezierPath()
while index < end {
let c = index.pointee
index = index.successor()
if c == 77 { // M
let x = try readCGFloat(&index, end: end, separator: 44) * scale.x + offset.x
let y = try readCGFloat(&index, end: end, separator: 32) * scale.y + offset.y
path.move(to: CGPoint(x: x, y: y))
} else if c == 76 { // L
let x = try readCGFloat(&index, end: end, separator: 44) * scale.x + offset.x
let y = try readCGFloat(&index, end: end, separator: 32) * scale.y + offset.y
path.addLine(to: CGPoint(x: x, y: y))
} else if c == 67 { // C
let x1 = try readCGFloat(&index, end: end, separator: 44) * scale.x + offset.x
let y1 = try readCGFloat(&index, end: end, separator: 32) * scale.y + offset.y
let x2 = try readCGFloat(&index, end: end, separator: 44) * scale.x + offset.x
let y2 = try readCGFloat(&index, end: end, separator: 32) * scale.y + offset.y
let x = try readCGFloat(&index, end: end, separator: 44) * scale.x + offset.x
let y = try readCGFloat(&index, end: end, separator: 32) * scale.y + offset.y
path.addCurve(to: CGPoint(x: x, y: y), controlPoint1: CGPoint(x: x1, y: y1), controlPoint2: CGPoint(x: x2, y: y2))
} else if c == 32 { // space
continue
}
}
return path
}
private final class SemanticStatusNodeIconContext: SemanticStatusNodeStateContext {
final class DrawingState: NSObject, SemanticStatusNodeStateDrawingState {
let transitionFraction: CGFloat
let icon: SemanticStatusNodeIcon
private let instance: LottieInstance?
private let renderContext: DrawingContext?
init(transitionFraction: CGFloat, icon: SemanticStatusNodeIcon) {
self.transitionFraction = transitionFraction
self.icon = icon
super.init()
}
func draw(context: CGContext, size: CGSize, foregroundColor: UIColor) {
context.saveGState()
context.translateBy(x: size.width / 2.0, y: size.height / 2.0)
context.scaleBy(x: max(0.01, self.transitionFraction), y: max(0.01, self.transitionFraction))
context.translateBy(x: -size.width / 2.0, y: -size.height / 2.0)
if foregroundColor.alpha.isZero {
context.setBlendMode(.destinationOut)
context.setFillColor(UIColor(white: 0.0, alpha: self.transitionFraction).cgColor)
context.setStrokeColor(UIColor(white: 0.0, alpha: self.transitionFraction).cgColor)
} else {
context.setBlendMode(.normal)
context.setFillColor(foregroundColor.withAlphaComponent(foregroundColor.alpha * self.transitionFraction).cgColor)
context.setStrokeColor(foregroundColor.withAlphaComponent(foregroundColor.alpha * self.transitionFraction).cgColor)
}
switch self.icon {
case .none:
break
case .play:
let diameter = size.width
let factor = diameter / 50.0
let size = CGSize(width: 15.0, height: 18.0)
context.translateBy(x: (diameter - size.width) / 2.0 + 1.5, y: (diameter - size.height) / 2.0)
if (diameter < 40.0) {
context.translateBy(x: size.width / 2.0, y: size.height / 2.0)
context.scaleBy(x: factor, y: factor)
context.translateBy(x: -size.width / 2.0, y: -size.height / 2.0)
}
let _ = try? drawSvgPath(context, path: "M1.71891969,0.209353049 C0.769586558,-0.350676705 0,0.0908839327 0,1.18800046 L0,16.8564753 C0,17.9569971 0.750549162,18.357187 1.67393713,17.7519379 L14.1073836,9.60224049 C15.0318735,8.99626906 15.0094718,8.04970371 14.062401,7.49100858 L1.71891969,0.209353049 ")
context.fillPath()
if (diameter < 40.0) {
context.translateBy(x: size.width / 2.0, y: size.height / 2.0)
context.scaleBy(x: 1.0 / 0.8, y: 1.0 / 0.8)
context.translateBy(x: -size.width / 2.0, y: -size.height / 2.0)
}
context.translateBy(x: -(diameter - size.width) / 2.0 - 1.5, y: -(diameter - size.height) / 2.0)
case .pause:
let diameter = size.width
let factor = diameter / 50.0
let size = CGSize(width: 15.0, height: 16.0)
context.translateBy(x: (diameter - size.width) / 2.0, y: (diameter - size.height) / 2.0)
if (diameter < 40.0) {
context.translateBy(x: size.width / 2.0, y: size.height / 2.0)
context.scaleBy(x: factor, y: factor)
context.translateBy(x: -size.width / 2.0, y: -size.height / 2.0)
}
let _ = try? drawSvgPath(context, path: "M0,1.00087166 C0,0.448105505 0.443716645,0 0.999807492,0 L4.00019251,0 C4.55237094,0 5,0.444630861 5,1.00087166 L5,14.9991283 C5,15.5518945 4.55628335,16 4.00019251,16 L0.999807492,16 C0.447629061,16 0,15.5553691 0,14.9991283 L0,1.00087166 Z M10,1.00087166 C10,0.448105505 10.4437166,0 10.9998075,0 L14.0001925,0 C14.5523709,0 15,0.444630861 15,1.00087166 L15,14.9991283 C15,15.5518945 14.5562834,16 14.0001925,16 L10.9998075,16 C10.4476291,16 10,15.5553691 10,14.9991283 L10,1.00087166 ")
context.fillPath()
if (diameter < 40.0) {
context.translateBy(x: size.width / 2.0, y: size.height / 2.0)
context.scaleBy(x: 1.0 / 0.8, y: 1.0 / 0.8)
context.translateBy(x: -size.width / 2.0, y: -size.height / 2.0)
}
context.translateBy(x: -(diameter - size.width) / 2.0, y: -(diameter - size.height) / 2.0)
case let .custom(image):
let diameter = size.width
let imageRect = CGRect(origin: CGPoint(x: floor((diameter - image.size.width) / 2.0), y: floor((diameter - image.size.height) / 2.0)), size: image.size)
context.saveGState()
context.translateBy(x: imageRect.midX, y: imageRect.midY)
context.scaleBy(x: 1.0, y: -1.0)
context.translateBy(x: -imageRect.midX, y: -imageRect.midY)
context.clip(to: imageRect, mask: image.cgImage!)
context.fill(imageRect)
context.restoreGState()
case .download:
let diameter = size.width
let factor = diameter / 50.0
let lineWidth: CGFloat = max(1.6, 2.25 * factor)
context.setLineWidth(lineWidth)
context.setLineCap(.round)
context.setLineJoin(.round)
let arrowHeadSize: CGFloat = 15.0 * factor
let arrowLength: CGFloat = 18.0 * factor
let arrowHeadOffset: CGFloat = 1.0 * factor
let leftPath = UIBezierPath()
leftPath.lineWidth = lineWidth
leftPath.lineCapStyle = .round
leftPath.lineJoinStyle = .round
leftPath.move(to: CGPoint(x: diameter / 2.0, y: diameter / 2.0 + arrowLength / 2.0 + arrowHeadOffset))
leftPath.addLine(to: CGPoint(x: diameter / 2.0 - arrowHeadSize / 2.0, y: diameter / 2.0 + arrowLength / 2.0 - arrowHeadSize / 2.0 + arrowHeadOffset))
leftPath.stroke()
let rightPath = UIBezierPath()
rightPath.lineWidth = lineWidth
rightPath.lineCapStyle = .round
rightPath.lineJoinStyle = .round
rightPath.move(to: CGPoint(x: diameter / 2.0, y: diameter / 2.0 + arrowLength / 2.0 + arrowHeadOffset))
rightPath.addLine(to: CGPoint(x: diameter / 2.0 + arrowHeadSize / 2.0, y: diameter / 2.0 + arrowLength / 2.0 - arrowHeadSize / 2.0 + arrowHeadOffset))
rightPath.stroke()
let bodyPath = UIBezierPath()
bodyPath.lineWidth = lineWidth
bodyPath.lineCapStyle = .round
bodyPath.lineJoinStyle = .round
bodyPath.move(to: CGPoint(x: diameter / 2.0, y: diameter / 2.0 - arrowLength / 2.0))
bodyPath.addLine(to: CGPoint(x: diameter / 2.0, y: diameter / 2.0 + arrowLength / 2.0))
bodyPath.stroke()
}
context.restoreGState()
}
}
let icon: SemanticStatusNodeIcon
init(icon: SemanticStatusNodeIcon) {
self.icon = icon
}
var isAnimating: Bool {
return false
}
func drawingState(transitionFraction: CGFloat) -> SemanticStatusNodeStateDrawingState {
return DrawingState(transitionFraction: transitionFraction, icon: self.icon)
}
}
private final class SemanticStatusNodeProgressTransition {
let beginTime: Double
let initialValue: CGFloat
init(beginTime: Double, initialValue: CGFloat) {
self.beginTime = beginTime
self.initialValue = initialValue
}
func valueAt(timestamp: Double, actualValue: CGFloat) -> CGFloat {
let duration = 0.2
var t = CGFloat((timestamp - self.beginTime) / duration)
t = min(1.0, max(0.0, t))
return t * actualValue + (1.0 - t) * self.initialValue
}
}
private final class SemanticStatusNodeProgressContext: SemanticStatusNodeStateContext {
final class DrawingState: NSObject, SemanticStatusNodeStateDrawingState {
let transitionFraction: CGFloat
let value: CGFloat?
let displayCancel: Bool
let appearance: SemanticStatusNodeState.ProgressAppearance?
let timestamp: Double
init(transitionFraction: CGFloat, value: CGFloat?, displayCancel: Bool, appearance: SemanticStatusNodeState.ProgressAppearance?, timestamp: Double) {
self.transitionFraction = transitionFraction
self.value = value
self.displayCancel = displayCancel
self.appearance = appearance
self.timestamp = timestamp
super.init()
}
func draw(context: CGContext, size: CGSize, foregroundColor: UIColor) {
let diameter = size.width
let factor = diameter / 50.0
context.saveGState()
if foregroundColor.alpha.isZero {
context.setBlendMode(.destinationOut)
context.setFillColor(UIColor(white: 0.0, alpha: self.transitionFraction).cgColor)
context.setStrokeColor(UIColor(white: 0.0, alpha: self.transitionFraction).cgColor)
} else {
context.setBlendMode(.normal)
context.setFillColor(foregroundColor.withAlphaComponent(foregroundColor.alpha * self.transitionFraction).cgColor)
context.setStrokeColor(foregroundColor.withAlphaComponent(foregroundColor.alpha * self.transitionFraction).cgColor)
}
var progress: CGFloat
var startAngle: CGFloat
var endAngle: CGFloat
if let value = self.value {
progress = value
startAngle = -CGFloat.pi / 2.0
endAngle = CGFloat(progress) * 2.0 * CGFloat.pi + startAngle
if progress > 1.0 {
progress = 2.0 - progress
let tmp = startAngle
startAngle = endAngle
endAngle = tmp
}
progress = min(1.0, progress)
} else {
progress = CGFloat(1.0 + self.timestamp.remainder(dividingBy: 2.0))
startAngle = -CGFloat.pi / 2.0
endAngle = CGFloat(progress) * 2.0 * CGFloat.pi + startAngle
if progress > 1.0 {
progress = 2.0 - progress
let tmp = startAngle
startAngle = endAngle
endAngle = tmp
}
progress = min(1.0, progress)
}
let lineWidth: CGFloat
if let appearance = self.appearance {
lineWidth = appearance.lineWidth
} else {
lineWidth = max(1.6, 2.25 * factor)
}
let pathDiameter: CGFloat
if let appearance = self.appearance {
pathDiameter = diameter - lineWidth - appearance.inset * 2.0
} else {
pathDiameter = diameter - lineWidth - 2.5 * 2.0
}
var angle = self.timestamp.truncatingRemainder(dividingBy: Double.pi * 2.0)
angle *= 4.0
context.translateBy(x: diameter / 2.0, y: diameter / 2.0)
context.rotate(by: CGFloat(angle.truncatingRemainder(dividingBy: Double.pi * 2.0)))
context.translateBy(x: -diameter / 2.0, y: -diameter / 2.0)
let path = UIBezierPath(arcCenter: CGPoint(x: diameter / 2.0, y: diameter / 2.0), radius: pathDiameter / 2.0, startAngle: startAngle, endAngle: endAngle, clockwise: true)
path.lineWidth = lineWidth
path.lineCapStyle = .round
path.stroke()
context.restoreGState()
if self.displayCancel {
if foregroundColor.alpha.isZero {
context.setBlendMode(.destinationOut)
context.setFillColor(UIColor(white: 0.0, alpha: self.transitionFraction).cgColor)
context.setStrokeColor(UIColor(white: 0.0, alpha: self.transitionFraction).cgColor)
} else {
context.setBlendMode(.normal)
context.setFillColor(foregroundColor.withAlphaComponent(foregroundColor.alpha * self.transitionFraction).cgColor)
context.setStrokeColor(foregroundColor.withAlphaComponent(foregroundColor.alpha * self.transitionFraction).cgColor)
}
context.saveGState()
context.translateBy(x: size.width / 2.0, y: size.height / 2.0)
context.scaleBy(x: max(0.01, self.transitionFraction), y: max(0.01, self.transitionFraction))
context.translateBy(x: -size.width / 2.0, y: -size.height / 2.0)
context.setLineWidth(max(1.3, 2.0 * factor))
context.setLineCap(.round)
let crossSize: CGFloat = 14.0 * factor
context.move(to: CGPoint(x: diameter / 2.0 - crossSize / 2.0, y: diameter / 2.0 - crossSize / 2.0))
context.addLine(to: CGPoint(x: diameter / 2.0 + crossSize / 2.0, y: diameter / 2.0 + crossSize / 2.0))
context.strokePath()
context.move(to: CGPoint(x: diameter / 2.0 + crossSize / 2.0, y: diameter / 2.0 - crossSize / 2.0))
context.addLine(to: CGPoint(x: diameter / 2.0 - crossSize / 2.0, y: diameter / 2.0 + crossSize / 2.0))
context.strokePath()
context.restoreGState()
}
}
}
var value: CGFloat?
let displayCancel: Bool
let appearance: SemanticStatusNodeState.ProgressAppearance?
var transition: SemanticStatusNodeProgressTransition?
var isAnimating: Bool {
return true
}
init(value: CGFloat?, displayCancel: Bool, appearance: SemanticStatusNodeState.ProgressAppearance?) {
self.value = value
self.displayCancel = displayCancel
self.appearance = appearance
}
func drawingState(transitionFraction: CGFloat) -> SemanticStatusNodeStateDrawingState {
let timestamp = CACurrentMediaTime()
let resolvedValue: CGFloat?
if let value = self.value {
if let transition = self.transition {
resolvedValue = transition.valueAt(timestamp: timestamp, actualValue: value)
} else {
resolvedValue = value
}
} else {
resolvedValue = nil
}
return DrawingState(transitionFraction: transitionFraction, value: resolvedValue, displayCancel: self.displayCancel, appearance: self.appearance, timestamp: timestamp)
}
func updateValue(value: CGFloat?) {
if value != self.value {
let previousValue = value
self.value = value
let timestamp = CACurrentMediaTime()
if let _ = value, let previousValue = previousValue {
if let transition = self.transition {
self.transition = SemanticStatusNodeProgressTransition(beginTime: timestamp, initialValue: transition.valueAt(timestamp: timestamp, actualValue: previousValue))
} else {
self.transition = SemanticStatusNodeProgressTransition(beginTime: timestamp, initialValue: previousValue)
}
} else {
self.transition = nil
}
}
}
}
private final class SemanticStatusNodeCheckContext: SemanticStatusNodeStateContext {
final class DrawingState: NSObject, SemanticStatusNodeStateDrawingState {
let transitionFraction: CGFloat
let value: CGFloat
let appearance: SemanticStatusNodeState.CheckAppearance?
init(transitionFraction: CGFloat, value: CGFloat, appearance: SemanticStatusNodeState.CheckAppearance?) {
self.transitionFraction = transitionFraction
self.value = value
self.appearance = appearance
super.init()
}
func draw(context: CGContext, size: CGSize, foregroundColor: UIColor) {
let diameter = size.width
let factor = diameter / 50.0
context.saveGState()
if foregroundColor.alpha.isZero {
context.setBlendMode(.destinationOut)
context.setFillColor(UIColor(white: 0.0, alpha: self.transitionFraction).cgColor)
context.setStrokeColor(UIColor(white: 0.0, alpha: self.transitionFraction).cgColor)
} else {
context.setBlendMode(.normal)
context.setFillColor(foregroundColor.withAlphaComponent(foregroundColor.alpha * self.transitionFraction).cgColor)
context.setStrokeColor(foregroundColor.withAlphaComponent(foregroundColor.alpha * self.transitionFraction).cgColor)
}
let center = CGPoint(x: diameter / 2.0, y: diameter / 2.0)
let lineWidth: CGFloat
if let appearance = self.appearance {
lineWidth = appearance.lineWidth
} else {
lineWidth = max(1.6, 2.25 * factor)
}
context.setLineWidth(max(1.7, lineWidth * factor))
context.setLineCap(.round)
context.setLineJoin(.round)
context.setMiterLimit(10.0)
let progress = self.value
let firstSegment: CGFloat = max(0.0, min(1.0, progress * 3.0))
var s = CGPoint(x: center.x - 10.0 * factor, y: center.y + 1.0 * factor)
var p1 = CGPoint(x: 7.0 * factor, y: 7.0 * factor)
var p2 = CGPoint(x: 13.0 * factor, y: -15.0 * factor)
if diameter < 36.0 {
s = CGPoint(x: center.x - 7.0 * factor, y: center.y + 1.0 * factor)
p1 = CGPoint(x: 4.5 * factor, y: 4.5 * factor)
p2 = CGPoint(x: 10.0 * factor, y: -11.0 * factor)
}
if !firstSegment.isZero {
if firstSegment < 1.0 {
context.move(to: CGPoint(x: s.x + p1.x * firstSegment, y: s.y + p1.y * firstSegment))
context.addLine(to: s)
} else {
let secondSegment = (progress - 0.33) * 1.5
context.move(to: CGPoint(x: s.x + p1.x + p2.x * secondSegment, y: s.y + p1.y + p2.y * secondSegment))
context.addLine(to: CGPoint(x: s.x + p1.x, y: s.y + p1.y))
context.addLine(to: s)
}
}
context.strokePath()
}
}
var value: CGFloat
let appearance: SemanticStatusNodeState.CheckAppearance?
var transition: SemanticStatusNodeProgressTransition?
var isAnimating: Bool {
return true
}
init(value: CGFloat, appearance: SemanticStatusNodeState.CheckAppearance?) {
self.value = value
self.appearance = appearance
self.animate()
}
func drawingState(transitionFraction: CGFloat) -> SemanticStatusNodeStateDrawingState {
let timestamp = CACurrentMediaTime()
let resolvedValue: CGFloat
if let transition = self.transition {
resolvedValue = transition.valueAt(timestamp: timestamp, actualValue: value)
} else {
resolvedValue = value
}
return DrawingState(transitionFraction: transitionFraction, value: resolvedValue, appearance: self.appearance)
}
func animate() {
guard self.value < 1.0 else {
return
}
let timestamp = CACurrentMediaTime()
self.value = 1.0
self.transition = SemanticStatusNodeProgressTransition(beginTime: timestamp, initialValue: 0.0)
}
}
private extension SemanticStatusNodeState {
func context(current: SemanticStatusNodeStateContext?) -> SemanticStatusNodeStateContext {
switch self {
case .none, .download, .play, .pause, .customIcon:
let icon: SemanticStatusNodeIcon
switch self {
case .none:
icon = .none
case .download:
icon = .download
case .play:
icon = .play
case .pause:
icon = .pause
case let .customIcon(image):
icon = .custom(image)
default:
preconditionFailure()
}
if let current = current as? SemanticStatusNodeIconContext, current.icon == icon {
return current
} else {
return SemanticStatusNodeIconContext(icon: icon)
}
case let .check(appearance):
if let current = current as? SemanticStatusNodeCheckContext {
return current
} else {
return SemanticStatusNodeCheckContext(value: 0.0, appearance: appearance)
}
case let .progress(value, cancelEnabled, appearance):
if let current = current as? SemanticStatusNodeProgressContext, current.displayCancel == cancelEnabled {
current.updateValue(value: value)
return current
} else {
return SemanticStatusNodeProgressContext(value: value, displayCancel: cancelEnabled, appearance: appearance)
}
}
}
}
private final class SemanticStatusNodeTransitionDrawingState {
let transition: CGFloat
let drawingState: SemanticStatusNodeStateDrawingState?
let appearanceState: SemanticStatusNodeAppearanceDrawingState?
init(transition: CGFloat, drawingState: SemanticStatusNodeStateDrawingState?, appearanceState: SemanticStatusNodeAppearanceDrawingState?) {
self.transition = transition
self.drawingState = drawingState
self.appearanceState = appearanceState
}
}
private final class SemanticStatusNodeAppearanceContext {
let background: UIColor
let foreground: UIColor
let backgroundImage: UIImage?
let overlayForeground: UIColor?
let cutout: CGRect?
init(background: UIColor, foreground: UIColor, backgroundImage: UIImage?, overlayForeground: UIColor?, cutout: CGRect?) {
self.background = background
self.foreground = foreground
self.backgroundImage = backgroundImage
self.overlayForeground = overlayForeground
self.cutout = cutout
}
func drawingState(backgroundTransitionFraction: CGFloat, foregroundTransitionFraction: CGFloat) -> SemanticStatusNodeAppearanceDrawingState {
return SemanticStatusNodeAppearanceDrawingState(backgroundTransitionFraction: backgroundTransitionFraction, foregroundTransitionFraction: foregroundTransitionFraction, background: self.background, foreground: self.foreground, backgroundImage: self.backgroundImage, overlayForeground: self.overlayForeground, cutout: self.cutout)
}
func withUpdatedBackground(_ background: UIColor) -> SemanticStatusNodeAppearanceContext {
return SemanticStatusNodeAppearanceContext(background: background, foreground: self.foreground, backgroundImage: self.backgroundImage, overlayForeground: self.overlayForeground, cutout: cutout)
}
func withUpdatedForeground(_ foreground: UIColor) -> SemanticStatusNodeAppearanceContext {
return SemanticStatusNodeAppearanceContext(background: self.background, foreground: foreground, backgroundImage: self.backgroundImage, overlayForeground: self.overlayForeground, cutout: cutout)
}
func withUpdatedBackgroundImage(_ backgroundImage: UIImage?) -> SemanticStatusNodeAppearanceContext {
return SemanticStatusNodeAppearanceContext(background: self.background, foreground: self.foreground, backgroundImage: backgroundImage, overlayForeground: self.overlayForeground, cutout: cutout)
}
func withUpdatedOverlayForeground(_ overlayForeground: UIColor?) -> SemanticStatusNodeAppearanceContext {
return SemanticStatusNodeAppearanceContext(background: self.background, foreground: self.foreground, backgroundImage: self.backgroundImage, overlayForeground: overlayForeground, cutout: cutout)
}
func withUpdatedCutout(_ cutout: CGRect?) -> SemanticStatusNodeAppearanceContext {
return SemanticStatusNodeAppearanceContext(background: self.background, foreground: self.foreground, backgroundImage: self.backgroundImage, overlayForeground: self.overlayForeground, cutout: cutout)
}
}
private final class SemanticStatusNodeAppearanceDrawingState {
let backgroundTransitionFraction: CGFloat
let foregroundTransitionFraction: CGFloat
let background: UIColor
let foreground: UIColor
let backgroundImage: UIImage?
let overlayForeground: UIColor?
let cutout: CGRect?
var effectiveForegroundColor: UIColor {
if let _ = self.backgroundImage, let overlayForeground = self.overlayForeground {
return overlayForeground
} else {
return self.foreground
}
}
init(backgroundTransitionFraction: CGFloat, foregroundTransitionFraction: CGFloat, background: UIColor, foreground: UIColor, backgroundImage: UIImage?, overlayForeground: UIColor?, cutout: CGRect?) {
self.backgroundTransitionFraction = backgroundTransitionFraction
self.foregroundTransitionFraction = foregroundTransitionFraction
self.background = background
self.foreground = foreground
self.backgroundImage = backgroundImage
self.overlayForeground = overlayForeground
self.cutout = cutout
}
func drawBackground(context: CGContext, size: CGSize) {
let bounds = CGRect(origin: CGPoint(), size: size)
context.setBlendMode(.normal)
if let backgroundImage = self.backgroundImage?.cgImage {
context.saveGState()
context.translateBy(x: 0.0, y: bounds.height)
context.scaleBy(x: 1.0, y: -1.0)
context.setAlpha(self.backgroundTransitionFraction)
context.draw(backgroundImage, in: bounds)
context.restoreGState()
} else {
context.setFillColor(self.background.cgColor)
context.fillEllipse(in: CGRect(origin: CGPoint(), size: bounds.size))
}
}
func drawForeground(context: CGContext, size: CGSize) {
if let cutout = self.cutout {
let size = CGSize(width: cutout.width * self.foregroundTransitionFraction, height: cutout.height * self.foregroundTransitionFraction)
let rect = CGRect(origin: CGPoint(x: cutout.midX - size.width / 2.0, y: cutout.midY - size.height / 2.0), size: size)
context.setBlendMode(.clear)
context.fillEllipse(in: rect)
}
}
}
private final class SemanticStatusNodeDrawingState: NSObject {
let transitionState: SemanticStatusNodeTransitionDrawingState?
let drawingState: SemanticStatusNodeStateDrawingState
let appearanceState: SemanticStatusNodeAppearanceDrawingState
init(transitionState: SemanticStatusNodeTransitionDrawingState?, drawingState: SemanticStatusNodeStateDrawingState, appearanceState: SemanticStatusNodeAppearanceDrawingState) {
self.transitionState = transitionState
self.drawingState = drawingState
self.appearanceState = appearanceState
super.init()
}
}
private final class SemanticStatusNodeTransitionContext {
let startTime: Double
let duration: Double
let previousStateContext: SemanticStatusNodeStateContext?
let previousAppearanceContext: SemanticStatusNodeAppearanceContext?
let completion: () -> Void
init(startTime: Double, duration: Double, previousStateContext: SemanticStatusNodeStateContext?, previousAppearanceContext: SemanticStatusNodeAppearanceContext?, completion: @escaping () -> Void) {
self.startTime = startTime
self.duration = duration
self.previousStateContext = previousStateContext
self.previousAppearanceContext = previousAppearanceContext
self.completion = completion
}
}
public final class SemanticStatusNode: ASControlNode {
public var backgroundNodeColor: UIColor {
get {
return self.appearanceContext.background
}
set {
if !self.appearanceContext.background.isEqual(newValue) {
self.appearanceContext = self.appearanceContext.withUpdatedBackground(newValue)
self.setNeedsDisplay()
}
}
}
public var foregroundNodeColor: UIColor {
get {
return self.appearanceContext.foreground
}
set {
if !self.appearanceContext.foreground.isEqual(newValue) {
self.appearanceContext = self.appearanceContext.withUpdatedForeground(newValue)
self.setNeedsDisplay()
}
}
}
public var overlayForegroundNodeColor: UIColor? {
get {
return self.appearanceContext.overlayForeground
}
set {
if !(self.appearanceContext.overlayForeground?.isEqual(newValue) ?? false) {
self.appearanceContext = self.appearanceContext.withUpdatedOverlayForeground(newValue)
self.setNeedsDisplay()
}
}
}
public var cutout: CGRect? {
get {
return self.appearanceContext.cutout
}
set {
self.setCutout(newValue, animated: false)
}
}
public func setCutout(_ cutout: CGRect?, animated: Bool) {
guard cutout != self.appearanceContext.cutout else {
return
}
if animated {
self.transitionContext = SemanticStatusNodeTransitionContext(startTime: CACurrentMediaTime(), duration: 0.2, previousStateContext: nil, previousAppearanceContext: self.appearanceContext, completion: {})
self.appearanceContext = self.appearanceContext.withUpdatedCutout(cutout)
self.updateAnimations()
self.setNeedsDisplay()
} else {
self.appearanceContext = self.appearanceContext.withUpdatedCutout(cutout)
self.setNeedsDisplay()
}
}
private var animator: ConstantDisplayLinkAnimator?
private var hasState: Bool = false
public private(set) var state: SemanticStatusNodeState
private var transitionContext: SemanticStatusNodeTransitionContext?
private var stateContext: SemanticStatusNodeStateContext
private var appearanceContext: SemanticStatusNodeAppearanceContext
private var disposable: Disposable?
private var backgroundNodeImage: UIImage?
public init(backgroundNodeColor: UIColor, foregroundNodeColor: UIColor, image: Signal<(TransformImageArguments) -> DrawingContext?, NoError>? = nil, overlayForegroundNodeColor: UIColor? = nil, cutout: CGRect? = nil) {
self.state = .none
self.stateContext = self.state.context(current: nil)
self.appearanceContext = SemanticStatusNodeAppearanceContext(background: backgroundNodeColor, foreground: foregroundNodeColor, backgroundImage: nil, overlayForeground: overlayForegroundNodeColor, cutout: cutout)
super.init()
self.isOpaque = false
self.displaysAsynchronously = true
if let image = image {
let start = CACurrentMediaTime()
self.disposable = (image
|> deliverOnMainQueue).start(next: { [weak self] transform in
guard let strongSelf = self else {
return
}
let context = transform(TransformImageArguments(corners: ImageCorners(radius: strongSelf.bounds.width / 2.0), imageSize: strongSelf.bounds.size, boundingSize: strongSelf.bounds.size, intrinsicInsets: UIEdgeInsets()))
let previousAppearanceContext = strongSelf.appearanceContext
strongSelf.appearanceContext = strongSelf.appearanceContext.withUpdatedBackgroundImage(context?.generateImage())
if CACurrentMediaTime() - start > 0.3 {
strongSelf.transitionContext = SemanticStatusNodeTransitionContext(startTime: CACurrentMediaTime(), duration: 0.18, previousStateContext: nil, previousAppearanceContext: previousAppearanceContext, completion: {})
strongSelf.updateAnimations()
}
strongSelf.setNeedsDisplay()
})
}
}
deinit {
self.disposable?.dispose()
}
private func updateAnimations() {
var animate = false
let timestamp = CACurrentMediaTime()
if let transitionContext = self.transitionContext {
if transitionContext.startTime + transitionContext.duration < timestamp {
self.transitionContext = nil
transitionContext.completion()
} else {
animate = true
}
}
if self.stateContext.isAnimating {
animate = true
}
if animate {
let animator: ConstantDisplayLinkAnimator
if let current = self.animator {
animator = current
} else {
animator = ConstantDisplayLinkAnimator(update: { [weak self] in
self?.updateAnimations()
})
self.animator = animator
}
animator.isPaused = false
} else {
self.animator?.isPaused = true
}
self.setNeedsDisplay()
}
public func transitionToState(_ state: SemanticStatusNodeState, animated: Bool = true, synchronous: Bool = false, completion: @escaping () -> Void = {}) {
var animated = animated
if !self.hasState {
self.hasState = true
animated = false
}
if self.state != state || self.appearanceContext.cutout != cutout {
self.state = state
let previousStateContext = self.stateContext
self.stateContext = self.state.context(current: self.stateContext)
if animated && previousStateContext !== self.stateContext {
self.transitionContext = SemanticStatusNodeTransitionContext(startTime: CACurrentMediaTime(), duration: 0.18, previousStateContext: previousStateContext, previousAppearanceContext: nil, completion: completion)
} else {
completion()
}
self.updateAnimations()
self.setNeedsDisplay()
} else {
completion()
}
}
override public func drawParameters(forAsyncLayer layer: _ASDisplayLayer) -> NSObjectProtocol? {
var transitionState: SemanticStatusNodeTransitionDrawingState?
var transitionFraction: CGFloat = 1.0
var appearanceBackgroundTransitionFraction: CGFloat = 1.0
var appearanceForegroundTransitionFraction: CGFloat = 1.0
if let transitionContext = self.transitionContext {
let timestamp = CACurrentMediaTime()
var t = CGFloat((timestamp - transitionContext.startTime) / transitionContext.duration)
t = min(1.0, max(0.0, t))
if let _ = transitionContext.previousStateContext {
transitionFraction = t
}
var foregroundTransitionFraction: CGFloat = 1.0
if let previousContext = transitionContext.previousAppearanceContext {
if previousContext.backgroundImage != self.appearanceContext.backgroundImage {
appearanceBackgroundTransitionFraction = t
}
if previousContext.cutout != self.appearanceContext.cutout {
appearanceForegroundTransitionFraction = t
foregroundTransitionFraction = 1.0 - t
}
}
transitionState = SemanticStatusNodeTransitionDrawingState(transition: t, drawingState: transitionContext.previousStateContext?.drawingState(transitionFraction: 1.0 - t), appearanceState: transitionContext.previousAppearanceContext?.drawingState(backgroundTransitionFraction: 1.0, foregroundTransitionFraction: foregroundTransitionFraction))
}
return SemanticStatusNodeDrawingState(transitionState: transitionState, drawingState: self.stateContext.drawingState(transitionFraction: transitionFraction), appearanceState: self.appearanceContext.drawingState(backgroundTransitionFraction: appearanceBackgroundTransitionFraction, foregroundTransitionFraction: appearanceForegroundTransitionFraction))
}
@objc override public class func draw(_ bounds: CGRect, withParameters parameters: Any?, isCancelled: () -> Bool, isRasterizing: Bool) {
let context = UIGraphicsGetCurrentContext()!
if !isRasterizing {
context.setBlendMode(.copy)
context.setFillColor(UIColor.clear.cgColor)
context.fill(bounds)
}
guard let parameters = parameters as? SemanticStatusNodeDrawingState else {
return
}
if let transitionAppearanceState = parameters.transitionState?.appearanceState {
transitionAppearanceState.drawBackground(context: context, size: bounds.size)
}
parameters.appearanceState.drawBackground(context: context, size: bounds.size)
if let transitionDrawingState = parameters.transitionState?.drawingState {
transitionDrawingState.draw(context: context, size: bounds.size, foregroundColor: parameters.appearanceState.effectiveForegroundColor)
}
parameters.drawingState.draw(context: context, size: bounds.size, foregroundColor: parameters.appearanceState.effectiveForegroundColor)
if let transitionAppearanceState = parameters.transitionState?.appearanceState {
transitionAppearanceState.drawForeground(context: context, size: bounds.size)
}
parameters.appearanceState.drawForeground(context: context, size: bounds.size)
}
}