appleguy 465abb1ded [License] Simplify the Texture license to be pure Apache 2 (removing ASDK-Licenses). (#1077)
* [License] Simplify the Texture license to be pure Apache 2 (removing ASDK-Licenses)

With permission of the Facebook Open Source team, we are simplifying the Texture
license so that clients can rely on the Apache 2 terms that most of Texture is
already covered by. This means that code originally forked from AsyncDisplayKit
will be re-licensed from "BSD 3-clause + PATENTS v2" to Apache 2 without a
PATENTS file.

After getting confirmation that the updates to these core files look good, we'll
propagate this new license header to all files (in this same PR) and get sign-off
from all parties before landing.

* [License] Update all Texture source files to be pure Apache 2.

* Changelog entry for Apache 2 license update.

* Revert "[License] Update all Texture source files to be pure Apache 2."

This reverts commit ffa0fbbba9717d871dd16c4b07539f2f8208fc2b.

* [License] Update all Texture source files to be pure Apache 2, maintaining copyrights.

* [License] Update CONTRIBUTING, README, Podspec & Dangerfile.
2018-08-28 07:39:18 -07:00

100 lines
2.7 KiB
Swift

//
// Utilities.swift
// Texture
//
// Copyright (c) Facebook, Inc. and its affiliates. All rights reserved.
// Changes after 4/13/2017 are: Copyright (c) Pinterest, Inc. All rights reserved.
// Licensed under Apache 2.0: http://www.apache.org/licenses/LICENSE-2.0
//
import UIKit
import Foundation
extension UIColor {
static func darkBlueColor() -> UIColor {
return UIColor(red: 18.0/255.0, green: 86.0/255.0, blue: 136.0/255.0, alpha: 1.0)
}
static func lightBlueColor() -> UIColor {
return UIColor(red: 0.0, green: 122.0/255.0, blue: 1.0, alpha: 1.0)
}
static func duskColor() -> UIColor {
return UIColor(red: 255/255.0, green: 181/255.0, blue: 68/255.0, alpha: 1.0)
}
static func customOrangeColor() -> UIColor {
return UIColor(red: 40/255.0, green: 43/255.0, blue: 53/255.0, alpha: 1.0)
}
}
extension UIImage {
func makeCircularImage(size: CGSize, borderWidth width: CGFloat) -> UIImage {
// make a CGRect with the image's size
let circleRect = CGRect(origin: .zero, size: size)
// begin the image context since we're not in a drawRect:
UIGraphicsBeginImageContextWithOptions(circleRect.size, false, 0)
// create a UIBezierPath circle
let circle = UIBezierPath(roundedRect: circleRect, cornerRadius: circleRect.size.width * 0.5)
// clip to the circle
circle.addClip()
UIColor.white.set()
circle.fill()
// draw the image in the circleRect *AFTER* the context is clipped
self.draw(in: circleRect)
// create a border (for white background pictures)
if width > 0 {
circle.lineWidth = width;
UIColor.white.set()
circle.stroke()
}
// get an image from the image context
let roundedImage = UIGraphicsGetImageFromCurrentImageContext();
// end the image context since we're not in a drawRect:
UIGraphicsEndImageContext();
return roundedImage ?? self
}
class func draw(size: CGSize, fillColor: UIColor, shapeClosure: () -> UIBezierPath) -> UIImage {
UIGraphicsBeginImageContext(size)
let path = shapeClosure()
path.addClip()
fillColor.setFill()
path.fill()
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image!
}
}
extension NSAttributedString {
static func attributedString(string: String?, fontSize size: CGFloat, color: UIColor?) -> NSAttributedString? {
guard let string = string else { return nil }
let attributes = [NSForegroundColorAttributeName: color ?? UIColor.black,
NSFontAttributeName: UIFont.boldSystemFont(ofSize: size)]
let attributedString = NSMutableAttributedString(string: string, attributes: attributes)
return attributedString
}
}