mirror of
https://github.com/Swiftgram/Telegram-iOS.git
synced 2025-06-16 05:55:20 +00:00
225 lines
8.3 KiB
Swift
225 lines
8.3 KiB
Swift
import Foundation
|
|
import UIKit
|
|
import UIKitRuntimeUtils
|
|
|
|
public protocol Interpolatable {
|
|
static func interpolator() -> (Interpolatable, Interpolatable, CGFloat) -> (Interpolatable)
|
|
}
|
|
|
|
private func floorToPixels(_ value: CGFloat) -> CGFloat {
|
|
return value
|
|
}
|
|
|
|
private func floorToPixels(_ value: CGPoint) -> CGPoint {
|
|
return CGPoint(x: floorToPixels(value.x), y: floorToPixels(value.y))
|
|
}
|
|
|
|
private func floorToPixels(_ value: CGSize) -> CGSize {
|
|
return CGSize(width: floorToPixels(value.width), height: floorToPixels(value.height))
|
|
}
|
|
|
|
private func floorToPixels(_ value: CGRect) -> CGRect {
|
|
return CGRect(origin: floorToPixels(value.origin), size: floorToPixels(value.size))
|
|
}
|
|
|
|
private func floorToPixels(_ value: UIEdgeInsets) -> UIEdgeInsets {
|
|
return UIEdgeInsets(top: floorToPixels(value.top), left: floorToPixels(value.left), bottom: floorToPixels(value.bottom), right: floorToPixels(value.right))
|
|
}
|
|
|
|
extension CGFloat: Interpolatable {
|
|
public static func interpolator() -> (Interpolatable, Interpolatable, CGFloat) -> Interpolatable {
|
|
return { from, to, t -> Interpolatable in
|
|
let fromValue: CGFloat = from as! CGFloat
|
|
let toValue: CGFloat = to as! CGFloat
|
|
let invT: CGFloat = 1.0 - t
|
|
let term: CGFloat = toValue * t + fromValue * invT
|
|
return floorToPixels(term)
|
|
}
|
|
}
|
|
|
|
static func interpolate(from fromValue: CGFloat, to toValue: CGFloat, at t: CGFloat) -> CGFloat {
|
|
let invT: CGFloat = 1.0 - t
|
|
let term: CGFloat = toValue * t + fromValue * invT
|
|
return term
|
|
}
|
|
}
|
|
|
|
extension UIEdgeInsets: Interpolatable {
|
|
public static func interpolator() -> (Interpolatable, Interpolatable, CGFloat) -> Interpolatable {
|
|
return { from, to, t -> Interpolatable in
|
|
let fromValue = from as! UIEdgeInsets
|
|
let toValue = to as! UIEdgeInsets
|
|
return floorToPixels(UIEdgeInsets(top: toValue.top * t + fromValue.top * (1.0 - t), left: toValue.left * t + fromValue.left * (1.0 - t), bottom: toValue.bottom * t + fromValue.bottom * (1.0 - t), right: toValue.right * t + fromValue.right * (1.0 - t)))
|
|
}
|
|
}
|
|
}
|
|
|
|
extension CGRect: Interpolatable {
|
|
public static func interpolator() -> (Interpolatable, Interpolatable, CGFloat) -> Interpolatable {
|
|
return { from, to, t -> Interpolatable in
|
|
let fromValue = from as! CGRect
|
|
let toValue = to as! CGRect
|
|
return floorToPixels(CGRect(x: toValue.origin.x * t + fromValue.origin.x * (1.0 - t), y: toValue.origin.y * t + fromValue.origin.y * (1.0 - t), width: toValue.size.width * t + fromValue.size.width * (1.0 - t), height: toValue.size.height * t + fromValue.size.height * (1.0 - t)))
|
|
}
|
|
}
|
|
|
|
static func interpolate(from fromValue: CGRect, to toValue: CGRect, at t: CGFloat) -> CGRect {
|
|
return CGRect(origin: CGPoint.interpolate(from: fromValue.origin, to: toValue.origin, at: t), size: CGSize.interpolate(from: fromValue.size, to: toValue.size, at: t))
|
|
}
|
|
}
|
|
|
|
extension CGPoint: Interpolatable {
|
|
public static func interpolator() -> (Interpolatable, Interpolatable, CGFloat) -> Interpolatable {
|
|
return { from, to, t -> Interpolatable in
|
|
let fromValue = from as! CGPoint
|
|
let toValue = to as! CGPoint
|
|
return floorToPixels(CGPoint(x: toValue.x * t + fromValue.x * (1.0 - t), y: toValue.y * t + fromValue.y * (1.0 - t)))
|
|
}
|
|
}
|
|
|
|
static func interpolate(from fromValue: CGPoint, to toValue: CGPoint, at t: CGFloat) -> CGPoint {
|
|
return CGPoint(x: toValue.x * t + fromValue.x * (1.0 - t), y: toValue.y * t + fromValue.y * (1.0 - t))
|
|
}
|
|
}
|
|
|
|
extension CGSize {
|
|
static func interpolate(from fromValue: CGSize, to toValue: CGSize, at t: CGFloat) -> CGSize {
|
|
return CGSize(width: toValue.width * t + fromValue.width * (1.0 - t), height: toValue.height * t + fromValue.height * (1.0 - t))
|
|
}
|
|
}
|
|
|
|
private let springAnimationIn: CABasicAnimation = {
|
|
let animation = makeSpringAnimation("")
|
|
return animation
|
|
}()
|
|
|
|
let springAnimationSolver: (CGFloat) -> CGFloat = { () -> (CGFloat) -> CGFloat in
|
|
if #available(iOS 9.0, *) {
|
|
return { t in
|
|
return springAnimationValueAt(springAnimationIn, t)
|
|
}
|
|
} else {
|
|
return { t in
|
|
return bezierPoint(0.23, 1.0, 0.32, 1.0, t)
|
|
}
|
|
}
|
|
}()
|
|
|
|
public let listViewAnimationCurveSystem: (CGFloat) -> CGFloat = { t in
|
|
return springAnimationSolver(t)
|
|
}
|
|
|
|
public let listViewAnimationCurveLinear: (CGFloat) -> CGFloat = { t in
|
|
return t
|
|
}
|
|
|
|
public let listViewAnimationCurveEaseInOut: (CGFloat) -> CGFloat = { t in
|
|
return bezierPoint(0.42, 0.0, 0.58, 1.0, t)
|
|
}
|
|
|
|
#if os(iOS)
|
|
public func listViewAnimationCurveFromAnimationOptions(animationOptions: UIView.AnimationOptions) -> (CGFloat) -> CGFloat {
|
|
if animationOptions.rawValue == UInt(7 << 16) {
|
|
return listViewAnimationCurveSystem
|
|
} else {
|
|
return listViewAnimationCurveLinear
|
|
}
|
|
}
|
|
#endif
|
|
|
|
public final class ListViewAnimation {
|
|
let from: Interpolatable
|
|
let to: Interpolatable
|
|
let duration: Double
|
|
let startTime: Double
|
|
let invertOffsetDirection: Bool
|
|
private let curve: (CGFloat) -> CGFloat
|
|
private let interpolator: (Interpolatable, Interpolatable, CGFloat) -> Interpolatable
|
|
private let update: (CGFloat, Interpolatable) -> Void
|
|
private let completed: (Bool) -> Void
|
|
|
|
public init<T: Interpolatable>(from: T, to: T, duration: Double, invertOffsetDirection: Bool = false, curve: @escaping (CGFloat) -> CGFloat, beginAt: Double, update: @escaping (CGFloat, T) -> Void, completed: @escaping (Bool) -> Void = { _ in }) {
|
|
self.from = from
|
|
self.to = to
|
|
self.duration = duration
|
|
self.invertOffsetDirection = invertOffsetDirection
|
|
self.curve = curve
|
|
self.startTime = beginAt
|
|
self.interpolator = T.interpolator()
|
|
self.update = { progress, value in
|
|
update(progress, value as! T)
|
|
}
|
|
self.completed = completed
|
|
}
|
|
|
|
init<T: Interpolatable>(copying: ListViewAnimation, update: @escaping (CGFloat, T) -> Void, completed: @escaping (Bool) -> Void = { _ in }) {
|
|
self.from = copying.from
|
|
self.to = copying.to
|
|
self.duration = copying.duration
|
|
self.curve = copying.curve
|
|
self.startTime = copying.startTime
|
|
self.interpolator = copying.interpolator
|
|
self.invertOffsetDirection = copying.invertOffsetDirection
|
|
self.update = { progress, value in
|
|
update(progress, value as! T)
|
|
}
|
|
self.completed = completed
|
|
}
|
|
|
|
public func completeAt(_ timestamp: Double) -> Bool {
|
|
if timestamp >= self.startTime + self.duration {
|
|
self.completed(true)
|
|
return true
|
|
} else {
|
|
return false
|
|
}
|
|
}
|
|
|
|
public func cancel() {
|
|
self.completed(false)
|
|
}
|
|
|
|
private func valueAt(_ t: CGFloat) -> Interpolatable {
|
|
if t <= 0.0 {
|
|
return self.from
|
|
} else if t >= 1.0 {
|
|
return self.to
|
|
} else {
|
|
return self.interpolator(self.from, self.to, t)
|
|
}
|
|
}
|
|
|
|
public func applyAt(_ timestamp: Double) {
|
|
var t = CGFloat((timestamp - self.startTime) / self.duration)
|
|
let ct: CGFloat
|
|
if t <= 0.0 + CGFloat.ulpOfOne {
|
|
t = 0.0
|
|
ct = 0.0
|
|
} else if t >= 1.0 - CGFloat.ulpOfOne {
|
|
t = 1.0
|
|
ct = 1.0
|
|
} else {
|
|
ct = self.curve(t)
|
|
}
|
|
self.update(ct, self.valueAt(ct))
|
|
}
|
|
}
|
|
|
|
public func listViewAnimationDurationAndCurve(transition: ContainedViewLayoutTransition) -> (Double, ListViewAnimationCurve) {
|
|
switch transition {
|
|
case .immediate:
|
|
return (0.0, .Default(duration: 0.0))
|
|
case let .animated(animationDuration, animationCurve):
|
|
switch animationCurve {
|
|
case .linear:
|
|
return (animationDuration, .Default(duration: animationDuration))
|
|
case .easeInOut:
|
|
return (animationDuration, .Default(duration: animationDuration))
|
|
case .spring, .customSpring:
|
|
return (animationDuration, .Spring(duration: animationDuration))
|
|
case let .custom(c1x, c1y, c2x, c2y):
|
|
return (animationDuration, .Custom(duration: animationDuration, c1x, c1y, c2x, c2y))
|
|
}
|
|
}
|
|
}
|