Swiftgram/submodules/DrawingUI/Sources/DrawingPenTool.swift
2023-05-15 15:12:51 +04:00

929 lines
36 KiB
Swift

import Foundation
import UIKit
import Display
import MediaEditor
private let activeWidthFactor: CGFloat = 0.7
final class PenTool: DrawingElement {
class RenderView: UIView, DrawingRenderView {
private weak var element: PenTool?
private var isEraser = false
private var accumulationImage: UIImage?
private var activeView: ActiveView?
private var start = 0
private var segmentsCount = 0
private var drawScale = CGSize(width: 1.0, height: 1.0)
func setup(size: CGSize, screenSize: CGSize, isEraser: Bool) {
self.isEraser = isEraser
self.backgroundColor = .clear
self.isOpaque = false
self.contentMode = .redraw
let scale = CGSize(width: 0.33, height: 0.33)
let viewSize = CGSize(width: size.width * scale.width, height: size.height * scale.height)
self.drawScale = CGSize(width: size.width / viewSize.width, height: size.height / viewSize.height)
self.bounds = CGRect(origin: .zero, size: viewSize)
self.transform = CGAffineTransform(scaleX: self.drawScale.width, y: self.drawScale.height)
self.frame = CGRect(origin: .zero, size: size)
self.drawScale.height = self.drawScale.width
let activeView = ActiveView(frame: CGRect(origin: .zero, size: self.bounds.size))
activeView.backgroundColor = .clear
activeView.contentMode = .redraw
activeView.isOpaque = false
activeView.parent = self
self.addSubview(activeView)
self.activeView = activeView
}
func animateArrowPaths(start: CGPoint, direction: CGFloat, length: CGFloat, lineWidth: CGFloat, completion: @escaping () -> Void) {
let scale = min(self.drawScale.width, self.drawScale.height)
let arrowStart = CGPoint(x: start.x / scale, y: start.y / scale)
let arrowLeftPath = UIBezierPath()
arrowLeftPath.move(to: arrowStart)
arrowLeftPath.addLine(to: arrowStart.pointAt(distance: length / scale, angle: direction - 0.45))
let arrowRightPath = UIBezierPath()
arrowRightPath.move(to: arrowStart)
arrowRightPath.addLine(to: arrowStart.pointAt(distance: length / scale, angle: direction + 0.45))
let leftArrowShape = CAShapeLayer()
leftArrowShape.path = arrowLeftPath.cgPath
leftArrowShape.lineWidth = lineWidth / scale
leftArrowShape.strokeColor = self.element?.color.toCGColor()
leftArrowShape.lineCap = .round
leftArrowShape.frame = self.bounds
self.layer.addSublayer(leftArrowShape)
let rightArrowShape = CAShapeLayer()
rightArrowShape.path = arrowRightPath.cgPath
rightArrowShape.lineWidth = lineWidth / scale
rightArrowShape.strokeColor = self.element?.color.toCGColor()
rightArrowShape.lineCap = .round
rightArrowShape.frame = self.bounds
self.layer.addSublayer(rightArrowShape)
leftArrowShape.animate(from: 0.0 as NSNumber, to: 1.0 as NSNumber, keyPath: "strokeEnd", timingFunction: CAMediaTimingFunctionName.easeInEaseOut.rawValue, duration: 0.2)
rightArrowShape.animate(from: 0.0 as NSNumber, to: 1.0 as NSNumber, keyPath: "strokeEnd", timingFunction: CAMediaTimingFunctionName.easeInEaseOut.rawValue, duration: 0.2, completion: { [weak leftArrowShape, weak rightArrowShape] _ in
completion()
leftArrowShape?.removeFromSuperlayer()
rightArrowShape?.removeFromSuperlayer()
})
}
var onDryingUp: () -> Void = {}
var isDryingUp = false {
didSet {
if !self.isDryingUp {
self.onDryingUp()
}
}
}
var dryingLayersCount: Int = 0 {
didSet {
if self.dryingLayersCount > 0 {
self.isDryingUp = true
} else {
self.isDryingUp = false
}
}
}
fileprivate var displaySize: CGSize?
fileprivate func draw(element: PenTool, rect: CGRect) {
self.element = element
self.alpha = element.color.alpha
guard !rect.isInfinite && !rect.isEmpty && !rect.isNull else {
return
}
var rect: CGRect? = rect
let limit = 512
let activeCount = self.segmentsCount - self.start
if activeCount > limit {
rect = nil
let newStart = self.start + limit
let displaySize = self.displaySize ?? CGSize(width: round(self.bounds.size.width), height: round(self.bounds.size.height))
let image = generateImage(displaySize, contextGenerator: { size, context in
context.clear(CGRect(origin: .zero, size: size))
if let accumulationImage = self.accumulationImage, let cgImage = accumulationImage.cgImage {
context.draw(cgImage, in: CGRect(origin: .zero, size: size))
}
context.translateBy(x: size.width / 2.0, y: size.height / 2.0)
context.scaleBy(x: 1.0, y: -1.0)
context.translateBy(x: -size.width / 2.0, y: -size.height / 2.0)
context.scaleBy(x: 1.0 / self.drawScale.width, y: 1.0 / self.drawScale.height)
context.setBlendMode(.copy)
element.drawSegments(in: context, from: self.start, to: newStart)
}, opaque: false)
self.accumulationImage = image
self.layer.contents = image?.cgImage
self.start = newStart
}
if element.hasAnimations {
let count = CGFloat(element.segments.count - self.segmentsCount)
if count > 0 {
let dryingPath = CGMutablePath()
var abFactor: CGFloat = activeWidthFactor * 1.35
let delta: CGFloat = (1.0 - abFactor) / count
for i in self.segmentsCount ..< element.segments.count {
let segmentPath = element.pathForSegment(element.segments[i], abFactor: abFactor, cdFactor: abFactor + delta)
dryingPath.addPath(segmentPath)
abFactor += delta
}
self.setupDrying(path: dryingPath)
}
}
self.segmentsCount = element.segments.count
if let rect = rect {
self.activeView?.setNeedsDisplay(rect.insetBy(dx: -40.0, dy: -40.0).applying(CGAffineTransform(scaleX: 1.0 / self.drawScale.width, y: 1.0 / self.drawScale.height)))
} else {
self.activeView?.setNeedsDisplay()
}
}
private let dryingFactor: CGFloat = 0.4
func setupDrying(path: CGPath) {
guard let element = self.element else {
return
}
let dryingLayer = CAShapeLayer()
dryingLayer.contentsScale = 1.0
dryingLayer.fillColor = element.renderColor.cgColor
dryingLayer.strokeColor = element.renderColor.cgColor
dryingLayer.lineWidth = element.renderLineWidth * self.dryingFactor
dryingLayer.path = path
dryingLayer.animate(from: dryingLayer.lineWidth as NSNumber, to: 0.0 as NSNumber, keyPath: "lineWidth", timingFunction: CAMediaTimingFunctionName.linear.rawValue, duration: 0.4, removeOnCompletion: false, completion: { [weak dryingLayer] _ in
dryingLayer?.removeFromSuperlayer()
self.dryingLayersCount -= 1
})
dryingLayer.transform = CATransform3DMakeScale(1.0 / self.drawScale.width, 1.0 / self.drawScale.height, 1.0)
dryingLayer.frame = self.bounds
self.layer.addSublayer(dryingLayer)
self.dryingLayersCount += 1
}
private var isActiveDrying = false
func setupActiveSegmentsDrying() {
guard let element = self.element else {
return
}
if element.hasAnimations {
let dryingPath = CGMutablePath()
for segment in element.activeSegments {
let segmentPath = element.pathForSegment(segment)
dryingPath.addPath(segmentPath)
}
self.setupDrying(path: dryingPath)
self.isActiveDrying = true
self.setNeedsDisplay()
}
}
class ActiveView: UIView {
weak var parent: RenderView?
override func draw(_ rect: CGRect) {
guard let context = UIGraphicsGetCurrentContext(), let parent = self.parent, let element = parent.element else {
return
}
parent.displaySize = rect.size
context.scaleBy(x: 1.0 / parent.drawScale.width, y: 1.0 / parent.drawScale.height)
element.drawSegments(in: context, from: parent.start, to: parent.segmentsCount)
if element.hasAnimations {
element.drawActiveSegments(in: context, strokeWidth: !parent.isActiveDrying ? element.renderLineWidth * parent.dryingFactor : nil)
} else {
element.drawActiveSegments(in: context, strokeWidth: nil)
}
}
}
}
let uuid: UUID
let drawingSize: CGSize
let color: DrawingColor
let renderLineWidth: CGFloat
let renderMinLineWidth: CGFloat
let renderColor: UIColor
let hasArrow: Bool
let renderArrowLength: CGFloat
var renderArrowLineWidth: CGFloat
let isEraser: Bool
let isBlur: Bool
var arrowStart: CGPoint?
var arrowDirection: CGFloat?
var arrowLeftPath: UIBezierPath?
var arrowRightPath: UIBezierPath?
var translation: CGPoint = .zero
var blurredImage: UIImage?
private weak var currentRenderView: DrawingRenderView?
private var points: [Point] = Array(repeating: Point(location: .zero, width: 0.0), count: 4)
private var pointPtr = 0
private var smoothPoints: [Point] = []
private var activeSmoothPoints: [Point] = []
private var segments: [Segment] = []
private var activeSegments: [Segment] = []
private var previousActiveRect: CGRect?
private var previousRenderLineWidth: CGFloat?
private var segmentPaths: [Int: CGPath] = [:]
private var useCubicBezier = true
private let animationsEnabled: Bool
var hasAnimations: Bool {
return self.animationsEnabled && !self.isEraser && !self.isBlur
}
var isValid: Bool {
if self.hasArrow {
return self.arrowStart != nil && self.arrowDirection != nil
} else {
return self.segments.count > 0
}
}
var bounds: CGRect {
let segmentsBounds = boundingRect(from: 0, to: self.segments.count).insetBy(dx: -20.0, dy: -20.0)
var combinedBounds = segmentsBounds
if self.hasArrow, let arrowLeftPath, let arrowRightPath {
combinedBounds = combinedBounds.union(arrowLeftPath.bounds.insetBy(dx: -renderArrowLineWidth, dy: -renderArrowLineWidth)).union(arrowRightPath.bounds.insetBy(dx: -renderArrowLineWidth, dy: -renderArrowLineWidth)).insetBy(dx: -20.0, dy: -20.0)
}
return normalizeDrawingRect(combinedBounds, drawingSize: self.drawingSize)
}
required init(drawingSize: CGSize, color: DrawingColor, lineWidth: CGFloat, hasArrow: Bool, isEraser: Bool, isBlur: Bool, blurredImage: UIImage?, animationsEnabled: Bool) {
self.uuid = UUID()
self.drawingSize = drawingSize
self.color = isEraser || isBlur ? DrawingColor(rgb: 0x000000) : color
self.hasArrow = hasArrow
self.isEraser = isEraser
self.isBlur = isBlur
self.blurredImage = blurredImage
self.animationsEnabled = animationsEnabled
let minLineWidth = max(1.0, max(drawingSize.width, drawingSize.height) * 0.002)
let maxLineWidth = max(10.0, max(drawingSize.width, drawingSize.height) * 0.07)
let lineWidth = minLineWidth + (maxLineWidth - minLineWidth) * lineWidth
let minRenderArrowLength = max(10.0, max(drawingSize.width, drawingSize.height) * 0.02)
self.renderLineWidth = lineWidth
self.renderMinLineWidth = isEraser || isBlur ? lineWidth : minLineWidth + (lineWidth - minLineWidth) * 0.2
self.renderArrowLength = max(minRenderArrowLength, lineWidth * 3.0)
self.renderArrowLineWidth = max(minLineWidth * 1.8, lineWidth * 0.75)
self.renderColor = color.withUpdatedAlpha(1.0).toUIColor()
}
var isFinishingArrow = false
func finishArrow(_ completion: @escaping () -> Void) {
if let arrowStart, let arrowDirection {
self.isFinishingArrow = true
(self.currentRenderView as? RenderView)?.animateArrowPaths(start: arrowStart, direction: arrowDirection, length: self.renderArrowLength, lineWidth: self.renderArrowLineWidth, completion: { [weak self] in
self?.isFinishingArrow = false
completion()
})
} else {
completion()
}
}
func setupRenderView(screenSize: CGSize) -> DrawingRenderView? {
let view = RenderView()
view.setup(size: self.drawingSize, screenSize: screenSize, isEraser: self.isEraser)
self.currentRenderView = view
return view
}
func setupRenderLayer() -> DrawingRenderLayer? {
return nil
}
func updatePath(_ point: DrawingPoint, state: DrawingGesturePipeline.DrawingGestureState, zoomScale: CGFloat) {
let result = self.addPoint(point, state: state, zoomScale: zoomScale)
let resetActiveRect = result?.0 ?? false
let updatedRect = result?.1
var combinedRect = updatedRect
if let previousActiveRect = self.previousActiveRect {
combinedRect = updatedRect?.union(previousActiveRect) ?? previousActiveRect
}
if resetActiveRect {
self.previousActiveRect = updatedRect
} else {
self.previousActiveRect = combinedRect
}
if let currentRenderView = self.currentRenderView as? RenderView, let combinedRect {
currentRenderView.draw(element: self, rect: combinedRect)
}
if state == .ended {
if !self.activeSegments.isEmpty {
(self.currentRenderView as? RenderView)?.setupActiveSegmentsDrying()
self.segments.append(contentsOf: self.activeSegments)
self.smoothPoints.append(contentsOf: self.activeSmoothPoints)
}
if self.hasArrow {
var direction: CGFloat?
if self.smoothPoints.count > 4 {
let p2 = self.smoothPoints[self.smoothPoints.count - 1].location
for i in 1 ..< min(self.smoothPoints.count - 2, 200) {
let p1 = self.smoothPoints[self.smoothPoints.count - 1 - i].location
if p1.distance(to: p2) > self.renderArrowLength * 0.5 {
direction = p2.angle(to: p1)
break
}
}
}
self.arrowStart = self.smoothPoints.last?.location
self.arrowDirection = direction
self.maybeSetupArrow()
} else if self.segments.isEmpty {
let radius = self.renderLineWidth / 2.0
self.segments.append(
Segment(
a: CGPoint(x: point.x - radius, y: point.y),
b: CGPoint(x: point.x + radius, y: point.y),
c: CGPoint(x: point.x - radius, y: point.y + 0.1),
d: CGPoint(x: point.x + radius, y: point.y + 0.1),
radius1: radius,
radius2: radius,
abCenter: CGPoint(x: point.x, y: point.y),
cdCenter: CGPoint(x: point.x, y: point.y + 0.1),
perpendicular: .zero,
rect: CGRect(origin: CGPoint(x: point.x - radius, y: point.y - radius), size: CGSize(width: radius * 2.0, height: radius * 2.0))
)
)
}
}
}
func maybeSetupArrow() {
if let start = self.arrowStart, let direction = self.arrowDirection {
let arrowLeftPath = UIBezierPath()
arrowLeftPath.move(to: start)
arrowLeftPath.addLine(to: start.pointAt(distance: self.renderArrowLength, angle: direction - 0.45))
let arrowRightPath = UIBezierPath()
arrowRightPath.move(to: start)
arrowRightPath.addLine(to: start.pointAt(distance: self.renderArrowLength, angle: direction + 0.45))
self.arrowLeftPath = arrowLeftPath
self.arrowRightPath = arrowRightPath
self.renderArrowLineWidth = self.smoothPoints.last?.width ?? self.renderArrowLineWidth
}
}
func draw(in context: CGContext, size: CGSize) {
guard !self.segments.isEmpty else {
return
}
context.saveGState()
if self.isEraser {
context.setBlendMode(.clear)
} else if self.isBlur {
context.setBlendMode(.normal)
} else {
context.setAlpha(self.color.alpha)
context.setBlendMode(.copy)
}
context.translateBy(x: self.translation.x, y: self.translation.y)
context.setShouldAntialias(true)
if self.isBlur, let blurredImage = self.blurredImage {
let maskContext = DrawingContext(size: size, scale: 0.5, clear: true)
maskContext?.withFlippedContext { maskContext in
self.drawSegments(in: maskContext, from: 0, to: self.segments.count)
}
if let maskImage = maskContext?.generateImage()?.cgImage, let blurredImage = blurredImage.cgImage {
context.clip(to: CGRect(origin: .zero, size: size), mask: maskImage)
context.translateBy(x: size.width / 2.0, y: size.height / 2.0)
context.scaleBy(x: 1.0, y: -1.0)
context.translateBy(x: -size.width / 2.0, y: -size.height / 2.0)
context.draw(blurredImage, in: CGRect(origin: .zero, size: size))
}
} else {
self.drawSegments(in: context, from: 0, to: self.segments.count)
}
if let arrowLeftPath, let arrowRightPath {
context.setStrokeColor(self.renderColor.cgColor)
context.setLineWidth(self.renderArrowLineWidth)
context.setLineCap(.round)
context.addPath(arrowLeftPath.cgPath)
context.strokePath()
context.addPath(arrowRightPath.cgPath)
context.strokePath()
}
context.restoreGState()
self.segmentPaths = [:]
}
private struct Segment: Codable {
let a: CGPoint
let b: CGPoint
let c: CGPoint
let d: CGPoint
let radius1: CGFloat
let radius2: CGFloat
let abCenter: CGPoint
let cdCenter: CGPoint
let perpendicular: CGPoint
let rect: CGRect
init(
a: CGPoint,
b: CGPoint,
c: CGPoint,
d: CGPoint,
radius1: CGFloat,
radius2: CGFloat,
abCenter: CGPoint,
cdCenter: CGPoint,
perpendicular: CGPoint,
rect: CGRect
) {
self.a = a
self.b = b
self.c = c
self.d = d
self.radius1 = radius1
self.radius2 = radius2
self.abCenter = abCenter
self.cdCenter = cdCenter
self.perpendicular = perpendicular
self.rect = rect
}
func withMultiplied(abFactor: CGFloat, cdFactor: CGFloat) -> Segment {
let a = CGPoint(
x: self.abCenter.x + self.perpendicular.x * self.radius1 * abFactor,
y: self.abCenter.y + self.perpendicular.y * self.radius1 * abFactor
)
let b = CGPoint(
x: self.abCenter.x - self.perpendicular.x * self.radius1 * abFactor,
y: self.abCenter.y - self.perpendicular.y * self.radius1 * abFactor
)
let c = CGPoint(
x: self.cdCenter.x + self.perpendicular.x * self.radius2 * cdFactor,
y: self.cdCenter.y + self.perpendicular.y * self.radius2 * cdFactor
)
let d = CGPoint(
x: self.cdCenter.x - self.perpendicular.x * self.radius2 * cdFactor,
y: self.cdCenter.y - self.perpendicular.y * self.radius2 * cdFactor
)
return Segment(
a: a,
b: b,
c: c,
d: d,
radius1: self.radius1 * abFactor,
radius2: self.radius2 * cdFactor,
abCenter: self.abCenter,
cdCenter: self.cdCenter,
perpendicular: self.perpendicular,
rect: self.rect
)
}
}
private struct Point {
let location: CGPoint
let width: CGFloat
init(
location: CGPoint,
width: CGFloat
) {
self.location = location
self.width = width
}
}
private var currentVelocity: CGFloat?
private func addPoint(_ point: DrawingPoint, state: DrawingGesturePipeline.DrawingGestureState, zoomScale: CGFloat) -> (Bool, CGRect)? {
let filterDistance: CGFloat = 8.0 / zoomScale
var velocity = point.velocity
if velocity.isZero {
velocity = 1000.0
}
self.currentVelocity = velocity
var renderLineWidth = max(self.renderMinLineWidth, min(self.renderLineWidth - (velocity / 200.0), self.renderLineWidth))
if let previousRenderLineWidth = self.previousRenderLineWidth {
renderLineWidth = renderLineWidth * 0.3 + previousRenderLineWidth * 0.7
}
self.previousRenderLineWidth = renderLineWidth
var resetActiveRect = false
var finalizedRect: CGRect?
if self.pointPtr == 0 {
self.points[0] = Point(location: point.location, width: renderLineWidth)
self.pointPtr += 1
} else {
let previousPoint = self.points[self.pointPtr - 1].location
guard previousPoint.distance(to: point.location) > filterDistance else {
return nil
}
if self.pointPtr >= 4 {
self.points[3] = Point(
location: self.points[2].location.point(to: point.location, t: 0.5),
width: self.points[2].width
)
if var smoothPoints = self.currentSmoothPoints(3) {
if let previousSmoothPoint = self.smoothPoints.last {
smoothPoints.insert(previousSmoothPoint, at: 0)
}
let (segments, rect) = self.segments(fromSmoothPoints: smoothPoints)
self.smoothPoints.append(contentsOf: smoothPoints)
self.segments.append(contentsOf: segments)
finalizedRect = rect
self.activeSmoothPoints.removeAll()
self.activeSegments.removeAll()
resetActiveRect = true
}
self.points[0] = self.points[3]
self.pointPtr = 1
}
let point = Point(location: point.location, width: renderLineWidth)
self.points[self.pointPtr] = point
self.pointPtr += 1
}
guard let smoothPoints = self.currentSmoothPoints(self.pointPtr - 1) else {
if let finalizedRect {
return (resetActiveRect, finalizedRect)
} else {
return nil
}
}
let (segments, rect) = self.segments(fromSmoothPoints: smoothPoints)
self.activeSmoothPoints = smoothPoints
self.activeSegments = segments
var combinedRect: CGRect?
if let finalizedRect, let rect {
combinedRect = finalizedRect.union(rect)
} else {
combinedRect = rect ?? finalizedRect
}
if let combinedRect {
return (resetActiveRect, combinedRect)
} else {
return nil
}
}
private func currentSmoothPoints(_ ctr: Int) -> [Point]? {
switch ctr {
case 0:
return nil//return [self.points[0]]
case 1:
return nil//return self.smoothPoints(.line(self.points[0], self.points[1]))
case 2:
return self.smoothPoints(.quad(self.points[0], self.points[1], self.points[2]))
case 3:
return self.smoothPoints(.cubic(self.points[0], self.points[1], self.points[2], self.points[3]))
default:
return nil
}
}
private enum SmootherInput {
case line(Point, Point)
case quad(Point, Point, Point)
case cubic(Point, Point, Point, Point)
var start: Point {
switch self {
case let .line(start, _), let .quad(start, _, _), let .cubic(start, _, _, _):
return start
}
}
var end: Point {
switch self {
case let .line(_, end), let .quad(_, _, end), let .cubic(_, _, _, end):
return end
}
}
var distance: CGFloat {
return self.start.location.distance(to: self.end.location)
}
}
private func smoothPoints(_ input: SmootherInput) -> [Point] {
let segmentDistance: CGFloat = 6.0
let distance = input.distance
let numberOfSegments = min(48, max(floor(distance / segmentDistance), 24))
let step = 1.0 / numberOfSegments
var smoothPoints: [Point] = []
for t in stride(from: 0, to: 1, by: step) {
let point: Point
switch input {
case let .line(start, end):
point = Point(
location: start.location.linearBezierPoint(to: end.location, t: t),
width: CGPoint(x: start.width, y: 0.0).linearBezierPoint(to: CGPoint(x: end.width, y: 0.0), t: t).x
)
case let .quad(start, control, end):
let location = start.location.quadBezierPoint(to: end.location, controlPoint: control.location, t: t)
let width = CGPoint(x: start.width, y: 0.0).quadBezierPoint(to: CGPoint(x: end.width, y: 0.0), controlPoint: CGPoint(x: (start.width + end.width) / 2.0, y: 0.0), t: t).x
point = Point(
location: location,
width: width
)
case let .cubic(start, control1, control2, end):
let location = start.location.cubicBezierPoint(to: end.location, controlPoint1: control1.location, controlPoint2: control2.location, t: t)
let width = CGPoint(x: start.width, y: 0.0).cubicBezierPoint(to: CGPoint(x: end.width, y: 0.0), controlPoint1: CGPoint(x: (start.width + control1.width) / 2.0, y: 0.0), controlPoint2: CGPoint(x: (control2.width + end.width) / 2.0, y: 0.0), t: t).x
point = Point(
location: location,
width: width
)
}
smoothPoints.append(point)
}
smoothPoints.append(input.end)
return smoothPoints
}
fileprivate func boundingRect(from: Int, to: Int) -> CGRect {
var minX: CGFloat = .greatestFiniteMagnitude
var minY: CGFloat = .greatestFiniteMagnitude
var maxX: CGFloat = 0.0
var maxY: CGFloat = 0.0
for i in from ..< to {
let segment = self.segments[i]
if segment.rect.minX < minX {
minX = segment.rect.minX
}
if segment.rect.maxX > maxX {
maxX = segment.rect.maxX
}
if segment.rect.minY < minY {
minY = segment.rect.minY
}
if segment.rect.maxY > maxY {
maxY = segment.rect.maxY
}
}
return CGRect(x: minX, y: minY, width: maxX - minX, height: maxY - minY)
}
private func segments(fromSmoothPoints smoothPoints: [Point]) -> ([Segment], CGRect?) {
var segments: [Segment] = []
var updateRect = CGRect.null
for i in 1 ..< smoothPoints.count {
let previousPoint = smoothPoints[i - 1].location
let previousWidth = smoothPoints[i - 1].width
let currentPoint = smoothPoints[i].location
let currentWidth = smoothPoints[i].width
let direction = CGPoint(
x: currentPoint.x - previousPoint.x,
y: currentPoint.y - previousPoint.y
)
guard !currentPoint.isEqual(to: previousPoint, epsilon: 0.0001) else {
continue
}
var perpendicular = CGPoint(x: -direction.y, y: direction.x)
let length = perpendicular.length
if length > 0.0 {
perpendicular = CGPoint(
x: perpendicular.x / length,
y: perpendicular.y / length
)
}
let a = CGPoint(
x: previousPoint.x + perpendicular.x * previousWidth / 2.0,
y: previousPoint.y + perpendicular.y * previousWidth / 2.0
)
let b = CGPoint(
x: previousPoint.x - perpendicular.x * previousWidth / 2.0,
y: previousPoint.y - perpendicular.y * previousWidth / 2.0
)
let c = CGPoint(
x: currentPoint.x + perpendicular.x * currentWidth / 2.0,
y: currentPoint.y + perpendicular.y * currentWidth / 2.0
)
let d = CGPoint(
x: currentPoint.x - perpendicular.x * currentWidth / 2.0,
y: currentPoint.y - perpendicular.y * currentWidth / 2.0
)
let abCenter = CGPoint(
x: (a.x + b.x) / 2.0,
y: (a.y + b.y) / 2.0
)
let abRadius = CGPoint(
x: abCenter.x - b.x,
y: abCenter.y - b.y
)
let ab = CGPoint(
x: abCenter.x - abRadius.y,
y: abCenter.y + abRadius.x
)
let cdCenter = CGPoint(
x: (c.x + d.x) / 2.0,
y: (c.y + d.y) / 2.0
)
let cdRadius = CGPoint(
x: cdCenter.x - c.x,
y: cdCenter.y - c.y
)
let cd = CGPoint(
x: cdCenter.x - cdRadius.y,
y: cdCenter.y + cdRadius.x
)
let minX = min(a.x, b.x, c.x, d.x, ab.x, cd.x)
let minY = min(a.y, b.y, c.y, d.y, ab.y, cd.y)
let maxX = max(a.x, b.x, c.x, d.x, ab.x, cd.x)
let maxY = max(a.y, b.y, c.y, d.y, ab.y, cd.y)
let segmentRect = CGRect(x: minX, y: minY, width: maxX - minX, height: maxY - minY)
updateRect = updateRect.union(segmentRect)
let segment = Segment(
a: a,
b: b,
c: c,
d: d,
radius1: previousWidth / 2.0,
radius2: currentWidth / 2.0,
abCenter: abCenter,
cdCenter: cdCenter,
perpendicular: perpendicular,
rect: segmentRect
)
segments.append(segment)
}
return (segments, !updateRect.isNull ? updateRect : nil)
}
private func pathForSegment(_ segment: Segment, abFactor: CGFloat = 1.0, cdFactor: CGFloat = 1.0) -> CGPath {
var segment = segment
if abFactor != 1.0 || cdFactor != 1.0 {
segment = segment.withMultiplied(abFactor: abFactor, cdFactor: cdFactor)
}
let path = CGMutablePath()
path.move(to: segment.b)
let abStartAngle = atan2(
segment.b.y - segment.a.y,
segment.b.x - segment.a.x
)
path.addArc(
center: CGPoint(
x: (segment.a.x + segment.b.x) / 2,
y: (segment.a.y + segment.b.y) / 2
),
radius: segment.radius1,
startAngle: abStartAngle,
endAngle: abStartAngle + .pi,
clockwise: true
)
path.addLine(to: segment.c)
let cdStartAngle = atan2(
segment.c.y - segment.d.y,
segment.c.x - segment.d.x
)
path.addArc(
center: CGPoint(
x: (segment.c.x + segment.d.x) / 2,
y: (segment.c.y + segment.d.y) / 2
),
radius: segment.radius2,
startAngle: cdStartAngle,
endAngle: cdStartAngle + .pi,
clockwise: true
)
path.closeSubpath()
return path
}
func cachedPathForSegmentIndex(_ i: Int) -> CGPath {
var segmentPath: CGPath
if let current = self.segmentPaths[i] {
segmentPath = current
} else {
let segment = self.segments[i]
let path = self.pathForSegment(segment)
self.segmentPaths[i] = path
segmentPath = path
}
return segmentPath
}
private func drawSegments(in context: CGContext, from: Int, to: Int) {
context.setFillColor(self.renderColor.cgColor)
for i in from ..< to {
let segment = self.segments[i]
var segmentPath: CGPath
if let current = self.segmentPaths[i] {
segmentPath = current
} else {
let path = self.pathForSegment(segment)
self.segmentPaths[i] = path
segmentPath = path
}
context.addPath(segmentPath)
context.fillPath()
}
}
private func drawActiveSegments(in context: CGContext, strokeWidth: CGFloat?) {
context.setFillColor(self.renderColor.cgColor)
if let strokeWidth {
context.setStrokeColor(self.renderColor.cgColor)
context.setLineWidth(strokeWidth)
}
var abFactor: CGFloat = activeWidthFactor
let delta: CGFloat = (1.0 - activeWidthFactor) / CGFloat(self.activeSegments.count + 1)
for segment in self.activeSegments {
let path = self.pathForSegment(segment)
context.addPath(path)
if let _ = strokeWidth {
context.drawPath(using: .fillStroke)
} else {
context.fillPath()
}
abFactor += delta
}
}
}