mirror of
https://github.com/Swiftgram/Telegram-iOS.git
synced 2025-06-15 21:45:19 +00:00
569 lines
25 KiB
Swift
569 lines
25 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 SwiftSignalKit
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import UniversalMediaPlayer
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import LegacyComponents
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import UIKitRuntimeUtils
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private struct ContentParticle {
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var position: CGPoint
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var direction: CGPoint
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var velocity: CGFloat
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var alpha: CGFloat
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var lifetime: Double
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var beginTime: Double
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init(position: CGPoint, direction: CGPoint, velocity: CGFloat, alpha: CGFloat, lifetime: Double, beginTime: Double) {
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self.position = position
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self.direction = direction
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self.velocity = velocity
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self.alpha = alpha
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self.lifetime = lifetime
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self.beginTime = beginTime
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}
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}
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private final class InstantVideoRadialStatusNodeParameters: NSObject {
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let color: UIColor
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let progress: CGFloat
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let dimProgress: CGFloat
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let playProgress: CGFloat
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let blinkProgress: CGFloat
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let hasSeek: Bool
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let sparks: Bool
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let particles: [ContentParticle]
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init(color: UIColor, progress: CGFloat, dimProgress: CGFloat, playProgress: CGFloat, blinkProgress: CGFloat, hasSeek: Bool, sparks: Bool, particles: [ContentParticle]) {
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self.color = color
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self.progress = progress
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self.dimProgress = dimProgress
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self.playProgress = playProgress
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self.blinkProgress = blinkProgress
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self.hasSeek = hasSeek
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self.sparks = sparks
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self.particles = particles
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}
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}
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private extension CGFloat {
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var degrees: CGFloat {
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return self * CGFloat(180) / .pi
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}
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}
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private extension CGPoint {
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func angle(to otherPoint: CGPoint) -> CGFloat {
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let originX = otherPoint.x - x
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let originY = otherPoint.y - y
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let bearingRadians = atan2f(Float(originY), Float(originX))
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return CGFloat(bearingRadians)
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}
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}
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public final class InstantVideoRadialStatusNode: ASDisplayNode, UIGestureRecognizerDelegate {
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private let color: UIColor
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private let hasSeek: Bool
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private let sparks: Bool
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private let hapticFeedback = HapticFeedback()
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private var particles: [ContentParticle] = []
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private var effectiveProgress: CGFloat = 0.0 {
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didSet {
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self.setNeedsDisplay()
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}
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}
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private var seeking = false
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private var seekingProgress: CGFloat?
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private var dimmed = false
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private var effectiveDimProgress: CGFloat = 0.0 {
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didSet {
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self.setNeedsDisplay()
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}
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}
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private var effectivePlayProgress: CGFloat = 0.0 {
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didSet {
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self.setNeedsDisplay()
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}
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}
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private var effectiveBlinkProgress: CGFloat = 0.0 {
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didSet {
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self.setNeedsDisplay()
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}
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}
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private var _statusValue: MediaPlayerStatus?
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private var statusValue: MediaPlayerStatus? {
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get {
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return self._statusValue
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} set(value) {
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if value != self._statusValue {
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self._statusValue = value
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self.updateProgress()
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}
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}
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}
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private var animator: ConstantDisplayLinkAnimator?
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private var statusDisposable: Disposable?
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private var statusValuePromise = Promise<MediaPlayerStatus?>()
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public var duration: Double? {
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if let statusValue = self.statusValue {
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return statusValue.duration
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} else {
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return nil
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}
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}
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public var status: Signal<MediaPlayerStatus, NoError>? {
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didSet {
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if let status = self.status {
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self.statusValuePromise.set(status |> map { $0 })
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} else {
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self.statusValuePromise.set(.single(nil))
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}
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}
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}
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public var tapGestureRecognizer: UITapGestureRecognizer?
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public var panGestureRecognizer: UIPanGestureRecognizer?
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public var seekTo: ((Double, Bool) -> Void)?
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public init(color: UIColor, hasSeek: Bool, sparks: Bool = false) {
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self.color = color
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self.hasSeek = hasSeek
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self.sparks = sparks
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super.init()
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self.isOpaque = false
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self.statusDisposable = (self.statusValuePromise.get()
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|> deliverOnMainQueue).startStrict(next: { [weak self] status in
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if let strongSelf = self {
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strongSelf.statusValue = status
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}
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})
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self.view.disablesInteractiveTransitionGestureRecognizer = true
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if sparks {
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self.animator = ConstantDisplayLinkAnimator(update: { [weak self] in
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self?.updateSparks()
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})
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self.animator?.isPaused = false
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}
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}
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deinit {
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self.statusDisposable?.dispose()
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}
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override public func didLoad() {
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super.didLoad()
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guard self.hasSeek else {
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return
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}
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let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(self.tapGesture(_:)))
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tapGestureRecognizer.delegate = self
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self.view.addGestureRecognizer(tapGestureRecognizer)
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let panGestureRecognizer = UIPanGestureRecognizer(target: self, action: #selector(self.panGesture(_:)))
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panGestureRecognizer.delegate = self
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self.view.addGestureRecognizer(panGestureRecognizer)
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}
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override public func gestureRecognizerShouldBegin(_ gestureRecognizer: UIGestureRecognizer) -> Bool {
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if gestureRecognizer === self.tapGestureRecognizer || gestureRecognizer === self.panGestureRecognizer {
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let center = CGPoint(x: self.bounds.width / 2.0, y: self.bounds.height / 2.0)
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let location = gestureRecognizer.location(in: self.view)
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let distanceFromCenter = sqrt(pow(location.x - center.x, 2.0) + pow(location.y - center.y, 2.0))
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if distanceFromCenter < self.bounds.width * 0.2 {
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return false
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}
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return true
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} else {
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return true
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}
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}
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private func updateSparks() {
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// let bounds = self.bounds
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// let lineWidth: CGFloat = 4.0
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// let center = CGPoint(x: bounds.midX, y: bounds.midY)
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// let radius: CGFloat = (bounds.size.width - lineWidth - 4.0 * 2.0) * 0.5
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let endAngle: CGFloat = -CGFloat.pi / 2.0 + 2.0 * CGFloat.pi * self.effectiveProgress
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let v = CGPoint(x: sin(endAngle), y: -cos(endAngle))
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// let c = CGPoint(x: -v.y * radius + center.x, y: v.x * radius + center.y)
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let timestamp = CACurrentMediaTime()
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let dt: CGFloat = 1.0 / 60.0
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var removeIndices: [Int] = []
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for i in 0 ..< self.particles.count {
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let currentTime = timestamp - self.particles[i].beginTime
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if currentTime > self.particles[i].lifetime {
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removeIndices.append(i)
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} else {
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let input: CGFloat = CGFloat(currentTime / self.particles[i].lifetime)
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let decelerated: CGFloat = (1.0 - (1.0 - input) * (1.0 - input))
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self.particles[i].alpha = 1.0 - decelerated
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var p = self.particles[i].position
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let d = self.particles[i].direction
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let v = self.particles[i].velocity
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p = CGPoint(x: p.x + d.x * v * dt, y: p.y + d.y * v * dt)
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self.particles[i].position = p
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}
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}
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for i in removeIndices.reversed() {
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self.particles.remove(at: i)
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}
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let newParticleCount = 1
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for _ in 0 ..< newParticleCount {
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let degrees: CGFloat = CGFloat(arc4random_uniform(140)) - 70.0
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let angle: CGFloat = degrees * CGFloat.pi / 180.0
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let direction = CGPoint(x: v.x * cos(angle) - v.y * sin(angle), y: v.x * sin(angle) + v.y * cos(angle))
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let velocity = (25.0 + (CGFloat(arc4random()) / CGFloat(UINT32_MAX)) * 4.0) * 0.5
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let lifetime = Double(0.25 + CGFloat(arc4random_uniform(100)) * 0.01)
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let particle = ContentParticle(position: .zero, direction: direction, velocity: velocity, alpha: 0.8, lifetime: lifetime, beginTime: timestamp)
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self.particles.append(particle)
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}
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self.setNeedsDisplay()
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}
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@objc private func tapGesture(_ gestureRecognizer: UITapGestureRecognizer) {
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let center = CGPoint(x: self.bounds.width / 2.0, y: self.bounds.height / 2.0)
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let location = gestureRecognizer.location(in: self.view)
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var angle = center.angle(to: location) + CGFloat.pi / 2.0
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if angle < 0.0 {
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angle = CGFloat.pi * 2.0 + angle
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}
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let fraction = max(0.0, min(1.0, Double(angle / (2.0 * CGFloat.pi))))
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self.seekTo?(min(0.99, fraction), true)
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}
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@objc private func panGesture(_ gestureRecognizer: UIPanGestureRecognizer) {
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let center = CGPoint(x: self.bounds.width / 2.0, y: self.bounds.height / 2.0)
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let location = gestureRecognizer.location(in: self.view)
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var angle = center.angle(to: location) + CGFloat.pi / 2.0
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if angle < 0.0 {
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angle = CGFloat.pi * 2.0 + angle
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}
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let fraction = max(0.0, min(1.0, Double(angle / (2.0 * CGFloat.pi))))
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switch gestureRecognizer.state {
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case .began:
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self.seeking = true
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let playAnimation = POPSpringAnimation()
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playAnimation.property = POPAnimatableProperty.property(withName: "playProgress", initializer: { property in
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property?.readBlock = { node, values in
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values?.pointee = (node as! InstantVideoRadialStatusNode).effectivePlayProgress
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}
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property?.writeBlock = { node, values in
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(node as! InstantVideoRadialStatusNode).effectivePlayProgress = values!.pointee
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}
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property?.threshold = 0.01
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}) as? POPAnimatableProperty
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playAnimation.fromValue = self.effectivePlayProgress as NSNumber
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playAnimation.toValue = 0.0 as NSNumber
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playAnimation.springSpeed = 20
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playAnimation.springBounciness = 8
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self.pop_add(playAnimation, forKey: "playProgress")
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case .changed:
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if let seekingProgress = self.seekingProgress {
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if seekingProgress > 0.98 && fraction > 0.0 && fraction < 0.05 {
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self.hapticFeedback.impact(.light)
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let blinkAnimation = POPBasicAnimation()
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blinkAnimation.property = POPAnimatableProperty.property(withName: "blinkProgress", initializer: { property in
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property?.readBlock = { node, values in
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values?.pointee = (node as! InstantVideoRadialStatusNode).effectiveBlinkProgress
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}
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property?.writeBlock = { node, values in
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(node as! InstantVideoRadialStatusNode).effectiveBlinkProgress = values!.pointee
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}
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property?.threshold = 0.01
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}) as? POPAnimatableProperty
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blinkAnimation.fromValue = 1.0 as NSNumber
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blinkAnimation.toValue = 0.0 as NSNumber
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blinkAnimation.duration = 0.5
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self.pop_add(blinkAnimation, forKey: "blinkProgress")
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} else if seekingProgress > 0.0 && seekingProgress < 0.05 && fraction > 0.98 {
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self.hapticFeedback.impact(.light)
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let blinkAnimation = POPBasicAnimation()
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blinkAnimation.property = POPAnimatableProperty.property(withName: "blinkProgress", initializer: { property in
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property?.readBlock = { node, values in
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values?.pointee = (node as! InstantVideoRadialStatusNode).effectiveBlinkProgress
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}
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property?.writeBlock = { node, values in
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(node as! InstantVideoRadialStatusNode).effectiveBlinkProgress = values!.pointee
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}
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property?.threshold = 0.01
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}) as? POPAnimatableProperty
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blinkAnimation.fromValue = -1.0 as NSNumber
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blinkAnimation.toValue = 0.0 as NSNumber
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blinkAnimation.duration = 0.5
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self.pop_add(blinkAnimation, forKey: "blinkProgress")
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}
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}
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let newProgress = min(0.99, fraction)
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if let seekingProgress = self.seekingProgress, abs(seekingProgress - CGFloat(newProgress)) < 0.005 {
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} else {
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self.seekTo?(newProgress, false)
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self.seekingProgress = CGFloat(fraction)
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}
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case .ended, .cancelled:
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self.seeking = false
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self.seekTo?(min(0.99, fraction), true)
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self.seekingProgress = nil
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default:
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break
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}
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}
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override public func drawParameters(forAsyncLayer layer: _ASDisplayLayer) -> NSObjectProtocol? {
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return InstantVideoRadialStatusNodeParameters(color: self.color, progress: self.effectiveProgress, dimProgress: self.effectiveDimProgress, playProgress: self.effectivePlayProgress, blinkProgress: self.effectiveBlinkProgress, hasSeek: self.hasSeek, sparks: self.sparks, particles: self.particles)
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}
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@objc public override 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? InstantVideoRadialStatusNodeParameters {
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context.setStrokeColor(parameters.color.cgColor)
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context.addEllipse(in: bounds)
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context.clip()
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if !parameters.dimProgress.isZero {
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if parameters.playProgress == 1.0 {
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context.setFillColor(UIColor(rgb: 0x000000, alpha: 0.35 * min(1.0, parameters.dimProgress)).cgColor)
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context.fillEllipse(in: bounds)
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} else {
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var locations: [CGFloat] = [0.0, 0.8, 1.0]
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let alpha: CGFloat = 0.2 + 0.15 * parameters.playProgress
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let colors: [CGColor] = [UIColor(rgb: 0x000000, alpha: alpha * min(1.0, parameters.dimProgress * parameters.playProgress)).cgColor, UIColor(rgb: 0x000000, alpha: alpha * min(1.0, parameters.dimProgress * parameters.playProgress)).cgColor, UIColor(rgb: 0x000000, alpha: alpha * min(1.0, parameters.dimProgress)).cgColor]
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let colorSpace = CGColorSpaceCreateDeviceRGB()
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let gradient = CGGradient(colorsSpace: colorSpace, colors: colors as CFArray, locations: &locations)!
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let center = CGPoint(x: bounds.midX, y: bounds.midY)
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context.drawRadialGradient(gradient, startCenter: center, startRadius: 0.0, endCenter: center, endRadius: bounds.width / 2.0, options: .drawsAfterEndLocation)
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}
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}
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context.setBlendMode(.normal)
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var progress = parameters.progress
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let startAngle: CGFloat
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let endAngle: CGFloat
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if parameters.sparks {
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endAngle = -CGFloat.pi / 2.0
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startAngle = CGFloat(progress) * 2.0 * CGFloat.pi + endAngle
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} else {
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startAngle = -CGFloat.pi / 2.0
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endAngle = CGFloat(progress) * 2.0 * CGFloat.pi + startAngle
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}
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progress = min(1.0, progress)
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var lineWidth: CGFloat = 4.0
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if parameters.hasSeek {
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lineWidth += 1.0 * parameters.dimProgress
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}
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var pathDiameter = bounds.size.width - lineWidth - 8.0
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if parameters.hasSeek {
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pathDiameter -= (18.0 * 2.0) * parameters.dimProgress
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}
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if !parameters.dimProgress.isZero {
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context.setLineWidth(lineWidth)
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if parameters.blinkProgress > 0.0 {
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context.setStrokeColor(parameters.color.withAlphaComponent(0.2 * parameters.blinkProgress).cgColor)
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context.strokeEllipse(in: CGRect(x: (bounds.size.width - pathDiameter) / 2.0 , y: (bounds.size.height - pathDiameter) / 2.0, width: pathDiameter, height: pathDiameter))
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}
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if parameters.hasSeek {
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var progress = parameters.dimProgress
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if parameters.blinkProgress < 0.0 {
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progress = parameters.dimProgress + parameters.blinkProgress
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}
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context.setStrokeColor(parameters.color.withAlphaComponent(0.2 * progress).cgColor)
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context.strokeEllipse(in: CGRect(x: (bounds.size.width - pathDiameter) / 2.0 , y: (bounds.size.height - pathDiameter) / 2.0, width: pathDiameter, height: pathDiameter))
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}
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if !parameters.playProgress.isZero {
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context.saveGState()
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context.translateBy(x: bounds.width / 2.0, y: bounds.height / 2.0)
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if parameters.hasSeek {
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context.scaleBy(x: 1.0 + 1.4 * parameters.playProgress, y: 1.0 + 1.4 * parameters.playProgress)
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} else {
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context.scaleBy(x: 1.0 + 0.7 * parameters.playProgress, y: 1.0 + 0.7 * parameters.playProgress)
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}
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context.translateBy(x: -bounds.width / 2.0, y: -bounds.height / 2.0)
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let iconSize = CGSize(width: 15.0, height: 18.0)
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context.translateBy(x: (bounds.width - iconSize.width) / 2.0 + 2.0, y: (bounds.height - iconSize.height) / 2.0)
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context.setFillColor(UIColor(rgb: 0xffffff).withAlphaComponent(min(1.0, parameters.playProgress)).cgColor)
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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 ")
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context.fillPath()
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context.restoreGState()
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}
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}
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context.setStrokeColor(parameters.color.cgColor)
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let path = UIBezierPath(arcCenter: CGPoint(x: bounds.size.width / 2.0, y: bounds.size.height / 2.0), radius: pathDiameter / 2.0, startAngle: startAngle, endAngle: endAngle, clockwise:true)
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path.lineWidth = lineWidth
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path.lineCapStyle = .round
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path.stroke()
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if parameters.hasSeek {
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let handleSide = 16.0 * min(1.0, (parameters.dimProgress * 2.0))
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let handleSize = CGSize(width: handleSide, height: handleSide)
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let handlePosition = CGPoint(x: 0.5 * pathDiameter * cos(endAngle), y: 0.5 * pathDiameter * sin(endAngle)).offsetBy(dx: bounds.size.width / 2.0, dy: bounds.size.height / 2.0)
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let handleFrame = CGRect(origin: CGPoint(x: floorToScreenPixels(handlePosition.x - handleSize.width / 2.0), y: floorToScreenPixels(handlePosition.y - handleSize.height / 2.0)), size: handleSize)
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context.setFillColor(UIColor.white.cgColor)
|
|
context.fillEllipse(in: handleFrame)
|
|
}
|
|
|
|
let v = CGPoint(x: sin(startAngle), y: -cos(startAngle))
|
|
let c = CGPoint(x: -v.y * pathDiameter * 0.5 + bounds.midX, y: v.x * pathDiameter * 0.5 + bounds.midY)
|
|
|
|
context.setFillColor(parameters.color.cgColor)
|
|
for particle in parameters.particles {
|
|
let size: CGFloat = 1.3
|
|
context.setAlpha(particle.alpha)
|
|
context.fillEllipse(in: CGRect(origin: CGPoint(x: c.x + particle.position.x - size / 2.0, y: c.y + particle.position.y - size / 2.0), size: CGSize(width: size, height: size)))
|
|
}
|
|
}
|
|
}
|
|
|
|
private func updateProgress() {
|
|
let timestampAndDuration: (timestamp: Double, duration: Double, baseRate: Double)?
|
|
if let statusValue = self.statusValue, Double(0.0).isLess(than: statusValue.duration) {
|
|
timestampAndDuration = (statusValue.timestamp, statusValue.duration, statusValue.baseRate)
|
|
} else {
|
|
timestampAndDuration = nil
|
|
}
|
|
|
|
var dimmed = false
|
|
if let statusValue = self.statusValue {
|
|
dimmed = statusValue.status == .paused
|
|
}
|
|
if self.seeking {
|
|
dimmed = true
|
|
}
|
|
|
|
if dimmed != self.dimmed {
|
|
self.dimmed = dimmed
|
|
|
|
let animation = POPSpringAnimation()
|
|
animation.property = POPAnimatableProperty.property(withName: "dimProgress", initializer: { property in
|
|
property?.readBlock = { node, values in
|
|
values?.pointee = (node as! InstantVideoRadialStatusNode).effectiveDimProgress
|
|
}
|
|
property?.writeBlock = { node, values in
|
|
(node as! InstantVideoRadialStatusNode).effectiveDimProgress = values!.pointee
|
|
}
|
|
property?.threshold = 0.01
|
|
}) as? POPAnimatableProperty
|
|
animation.fromValue = self.effectiveDimProgress as NSNumber
|
|
animation.toValue = (dimmed ? 1.0 : 0.0) as NSNumber
|
|
animation.springSpeed = 20
|
|
animation.springBounciness = 8
|
|
self.pop_add(animation, forKey: "dimProgress")
|
|
|
|
let playAnimation = POPSpringAnimation()
|
|
playAnimation.property = POPAnimatableProperty.property(withName: "playProgress", initializer: { property in
|
|
property?.readBlock = { node, values in
|
|
values?.pointee = (node as! InstantVideoRadialStatusNode).effectivePlayProgress
|
|
}
|
|
property?.writeBlock = { node, values in
|
|
(node as! InstantVideoRadialStatusNode).effectivePlayProgress = values!.pointee
|
|
}
|
|
property?.threshold = 0.01
|
|
}) as? POPAnimatableProperty
|
|
playAnimation.fromValue = self.effectivePlayProgress as NSNumber
|
|
playAnimation.toValue = (dimmed ? 1.0 : 0.0) as NSNumber
|
|
playAnimation.springSpeed = 20
|
|
playAnimation.springBounciness = 8
|
|
self.pop_add(playAnimation, forKey: "playProgress")
|
|
}
|
|
|
|
if self.seeking, let progress = self.seekingProgress {
|
|
self.pop_removeAnimation(forKey: "progress")
|
|
self.effectiveProgress = progress
|
|
} else if let (timestamp, duration, baseRate) = timestampAndDuration, let statusValue = self.statusValue {
|
|
let progress = CGFloat(timestamp / duration)
|
|
|
|
if progress.isNaN || !progress.isFinite {
|
|
self.pop_removeAnimation(forKey: "progress")
|
|
self.effectiveProgress = 0.0
|
|
} else if statusValue.status != .playing || statusValue.generationTimestamp.isZero {
|
|
self.pop_removeAnimation(forKey: "progress")
|
|
self.effectiveProgress = progress
|
|
} else {
|
|
self.pop_removeAnimation(forKey: "progress")
|
|
|
|
let animation = POPBasicAnimation()
|
|
animation.property = POPAnimatableProperty.property(withName: "progress", initializer: { property in
|
|
property?.readBlock = { node, values in
|
|
values?.pointee = (node as! InstantVideoRadialStatusNode).effectiveProgress
|
|
}
|
|
property?.writeBlock = { node, values in
|
|
(node as! InstantVideoRadialStatusNode).effectiveProgress = values!.pointee
|
|
}
|
|
property?.threshold = 0.01
|
|
}) as? POPAnimatableProperty
|
|
animation.fromValue = progress as NSNumber
|
|
animation.toValue = 1.0 as NSNumber
|
|
animation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.linear)
|
|
animation.duration = max(0.0, duration - timestamp) / baseRate
|
|
animation.beginTime = statusValue.generationTimestamp
|
|
self.pop_add(animation, forKey: "progress")
|
|
}
|
|
} else {
|
|
self.pop_removeAnimation(forKey: "dimProgress")
|
|
self.effectiveDimProgress = 0.0
|
|
|
|
self.pop_removeAnimation(forKey: "progress")
|
|
self.effectiveProgress = 0.0
|
|
}
|
|
}
|
|
}
|