-
Notifications
You must be signed in to change notification settings - Fork 2.6k
Expand file tree
/
Copy pathSpaceWarpView.swift
More file actions
734 lines (593 loc) · 29.8 KB
/
SpaceWarpView.swift
File metadata and controls
734 lines (593 loc) · 29.8 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
import Foundation
import UIKit
import Display
import AsyncDisplayKit
import ComponentFlow
import STCMeshView
import UIKitRuntimeUtils
private final class FPSView: UIView {
private var lastTimestamp: Double?
private var counter: Int = 0
private var fpsValue: Int?
private var fpsString: NSAttributedString?
override init(frame: CGRect) {
super.init(frame: frame)
self.layer.anchorPoint = CGPoint()
self.backgroundColor = .black
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func update() {
self.counter += 1
let timestamp = CACurrentMediaTime()
let deltaTime: Double
if let lastTimestamp = self.lastTimestamp {
deltaTime = timestamp - lastTimestamp
} else {
deltaTime = 1.0 / 60.0
self.lastTimestamp = timestamp
}
if deltaTime >= 1.0 {
let fpsValue = Int(Double(self.counter) / deltaTime)
if self.fpsValue != fpsValue {
self.fpsValue = fpsValue
let fpsString = NSAttributedString(string: "\(fpsValue)", attributes: [.foregroundColor: UIColor.white])
self.bounds = fpsString.boundingRect(with: CGSize(width: 100.0, height: 100.0), context: nil).integral
self.fpsString = fpsString
self.setNeedsDisplay()
}
self.counter = 0
self.lastTimestamp = timestamp
}
}
override func draw(_ rect: CGRect) {
guard let fpsString = self.fpsString else {
return
}
fpsString.draw(at: CGPoint())
}
}
private extension CGPoint {
static func -(lhs: CGPoint, rhs: CGPoint) -> CGPoint {
return CGPoint(x: lhs.x - rhs.x, y: lhs.y - rhs.y)
}
static func +(lhs: CGPoint, rhs: CGPoint) -> CGPoint {
return CGPoint(x: lhs.x + rhs.x, y: lhs.y + rhs.y)
}
static func *(lhs: CGPoint, rhs: CGFloat) -> CGPoint {
return CGPoint(x: lhs.x * rhs, y: lhs.y * rhs)
}
}
private func length(_ v: CGPoint) -> CGFloat {
return sqrt(v.x * v.x + v.y * v.y)
}
private func normalize(_ v: CGPoint) -> CGPoint {
let len = length(v)
return CGPoint(x: v.x / len, y: v.y / len)
}
private struct RippleParams {
var amplitude: CGFloat
var frequency: CGFloat
var decay: CGFloat
var speed: CGFloat
init(amplitude: CGFloat, frequency: CGFloat, decay: CGFloat, speed: CGFloat) {
self.amplitude = amplitude
self.frequency = frequency
self.decay = decay
self.speed = speed
}
}
private func rippleOffset(
position: CGPoint,
origin: CGPoint,
time: CGFloat,
params: RippleParams
) -> CGPoint {
// The distance of the current pixel position from `origin`.
let distance: CGFloat = length(position - origin)
if distance < 1.0 {
return position
}
// The amount of time it takes for the ripple to arrive at the current pixel position.
let delay = distance / params.speed
// Adjust for delay, clamp to 0.
var time = time
time -= delay
time = max(0.0, time)
// The ripple is a sine wave that Metal scales by an exponential decay
// function.
var rippleAmount = params.amplitude * sin(params.frequency * time) * exp(-params.decay * time)
let absRippleAmount = abs(rippleAmount)
if rippleAmount < 0.0 {
rippleAmount = -absRippleAmount
} else {
rippleAmount = absRippleAmount
}
if distance <= 60.0 {
rippleAmount = 0.3 * rippleAmount
}
// A vector of length `amplitude` that points away from position.
let n: CGPoint
n = normalize(position - origin)
// Scale `n` by the ripple amount at the current pixel position and add it
// to the current pixel position.
//
// This new position moves toward or away from `origin` based on the
// sign and magnitude of `rippleAmount`.
return n * (-rippleAmount)
}
func transformToFitQuad2(frame: CGRect, topLeft tl: CGPoint, topRight tr: CGPoint, bottomLeft bl: CGPoint, bottomRight br: CGPoint) -> (frame: CGRect, transform: CATransform3D) {
let frameTopLeft = frame.origin
let transform = rectToQuad(
rect: CGRect(origin: CGPoint(), size: frame.size),
quadTL: CGPoint(x: tl.x - frameTopLeft.x, y: tl.y - frameTopLeft.y),
quadTR: CGPoint(x: tr.x - frameTopLeft.x, y: tr.y - frameTopLeft.y),
quadBL: CGPoint(x: bl.x - frameTopLeft.x, y: bl.y - frameTopLeft.y),
quadBR: CGPoint(x: br.x - frameTopLeft.x, y: br.y - frameTopLeft.y)
)
let anchorPoint = frame.origin
let anchorOffset = CGPoint(x: anchorPoint.x - frame.origin.x, y: anchorPoint.y - frame.origin.y)
let transPos = CATransform3DMakeTranslation(anchorOffset.x, anchorOffset.y, 0)
let transNeg = CATransform3DMakeTranslation(-anchorOffset.x, -anchorOffset.y, 0)
let fullTransform = CATransform3DConcat(CATransform3DConcat(transPos, transform), transNeg)
return (frame, fullTransform)
}
func transformToFitQuad(frame: CGRect, topLeft tl: CGPoint, topRight tr: CGPoint, bottomLeft bl: CGPoint, bottomRight br: CGPoint) -> (frame: CGRect, transform: CATransform3D) {
let boundingBox = boundingBox(forQuadWithTR: tr, tl: tl, bl: bl, br: br)
let frameTopLeft = boundingBox.origin
let transform = rectToQuad(
rect: CGRect(origin: CGPoint(), size: frame.size),
quadTL: CGPoint(x: tl.x - frameTopLeft.x, y: tl.y - frameTopLeft.y),
quadTR: CGPoint(x: tr.x - frameTopLeft.x, y: tr.y - frameTopLeft.y),
quadBL: CGPoint(x: bl.x - frameTopLeft.x, y: bl.y - frameTopLeft.y),
quadBR: CGPoint(x: br.x - frameTopLeft.x, y: br.y - frameTopLeft.y)
)
// To account for anchor point, we must translate, transform, translate
let anchorPoint = frame.center
let anchorOffset = CGPoint(x: anchorPoint.x - boundingBox.origin.x, y: anchorPoint.y - boundingBox.origin.y)
let transPos = CATransform3DMakeTranslation(anchorOffset.x, anchorOffset.y, 0)
let transNeg = CATransform3DMakeTranslation(-anchorOffset.x, -anchorOffset.y, 0)
let fullTransform = CATransform3DConcat(CATransform3DConcat(transPos, transform), transNeg)
// Now we set our transform
return (boundingBox, fullTransform)
}
private func boundingBox(forQuadWithTR tr: CGPoint, tl: CGPoint, bl: CGPoint, br: CGPoint) -> CGRect {
var boundingBox = CGRect.zero
let xmin = min(min(min(tr.x, tl.x), bl.x), br.x)
let ymin = min(min(min(tr.y, tl.y), bl.y), br.y)
let xmax = max(max(max(tr.x, tl.x), bl.x), br.x)
let ymax = max(max(max(tr.y, tl.y), bl.y), br.y)
boundingBox.origin.x = xmin
boundingBox.origin.y = ymin
boundingBox.size.width = xmax - xmin
boundingBox.size.height = ymax - ymin
return boundingBox
}
func rectToQuad(rect: CGRect, quadTL topLeft: CGPoint, quadTR topRight: CGPoint, quadBL bottomLeft: CGPoint, quadBR bottomRight: CGPoint) -> CATransform3D {
return rectToQuad(rect: rect, quadTLX: topLeft.x, quadTLY: topLeft.y, quadTRX: topRight.x, quadTRY: topRight.y, quadBLX: bottomLeft.x, quadBLY: bottomLeft.y, quadBRX: bottomRight.x, quadBRY: bottomRight.y)
}
private func rectToQuad(rect: CGRect, quadTLX x1a: CGFloat, quadTLY y1a: CGFloat, quadTRX x2a: CGFloat, quadTRY y2a: CGFloat, quadBLX x3a: CGFloat, quadBLY y3a: CGFloat, quadBRX x4a: CGFloat, quadBRY y4a: CGFloat) -> CATransform3D {
let X = rect.origin.x
let Y = rect.origin.y
let W = rect.size.width
let H = rect.size.height
let y21 = y2a - y1a
let y32 = y3a - y2a
let y43 = y4a - y3a
let y14 = y1a - y4a
let y31 = y3a - y1a
let y42 = y4a - y2a
let a = -H * (x2a * x3a * y14 + x2a * x4a * y31 - x1a * x4a * y32 + x1a * x3a * y42)
let b = W * (x2a * x3a * y14 + x3a * x4a * y21 + x1a * x4a * y32 + x1a * x2a * y43)
let c = H * X * (x2a * x3a * y14 + x2a * x4a * y31 - x1a * x4a * y32 + x1a * x3a * y42) - H * W * x1a * (x4a * y32 - x3a * y42 + x2a * y43) - W * Y * (x2a * x3a * y14 + x3a * x4a * y21 + x1a * x4a * y32 + x1a * x2a * y43)
let d = H * (-x4a * y21 * y3a + x2a * y1a * y43 - x1a * y2a * y43 - x3a * y1a * y4a + x3a * y2a * y4a)
let e = W * (x4a * y2a * y31 - x3a * y1a * y42 - x2a * y31 * y4a + x1a * y3a * y42)
let f = -(W * (x4a * (Y * y2a * y31 + H * y1a * y32) - x3a * (H + Y) * y1a * y42 + H * x2a * y1a * y43 + x2a * Y * (y1a - y3a) * y4a + x1a * Y * y3a * (-y2a + y4a)) - H * X * (x4a * y21 * y3a - x2a * y1a * y43 + x3a * (y1a - y2a) * y4a + x1a * y2a * (-y3a + y4a)))
let g = H * (x3a * y21 - x4a * y21 + (-x1a + x2a) * y43)
let h = W * (-x2a * y31 + x4a * y31 + (x1a - x3a) * y42)
var i = W * Y * (x2a * y31 - x4a * y31 - x1a * y42 + x3a * y42) + H * (X * (-(x3a * y21) + x4a * y21 + x1a * y43 - x2a * y43) + W * (-(x3a * y2a) + x4a * y2a + x2a * y3a - x4a * y3a - x2a * y4a + x3a * y4a))
let kEpsilon = 0.0001
if abs(i) < kEpsilon {
i = kEpsilon * (i > 0 ? 1.0 : -1.0)
}
let transform = CATransform3D(
m11: a / i, m12: d / i, m13: 0, m14: g / i,
m21: b / i, m22: e / i, m23: 0, m24: h / i,
m31: 0, m32: 0, m33: 1, m34: 0,
m41: c / i, m42: f / i, m43: 0, m44: 1.0
)
return transform
}
public protocol SpaceWarpNode: ASDisplayNode {
var contentNode: ASDisplayNode { get }
func triggerRipple(at point: CGPoint)
func update(size: CGSize, cornerRadius: CGFloat, transition: ComponentTransition)
}
private final class MaskGridLayer: SimpleLayer {
private var itemLayers: [SimpleLayer] = []
private var resolution: (x: Int, y: Int)?
func updateGrid(size: CGSize, resolutionX: Int, resolutionY: Int, cornerRadius: CGFloat) {
if let resolution = self.resolution, resolution.x == resolutionX, resolution.y == resolutionY {
return
}
self.resolution = (resolutionX, resolutionY)
for itemLayer in self.itemLayers {
itemLayer.removeFromSuperlayer()
}
self.itemLayers.removeAll()
let itemSize = CGSize(width: size.width / CGFloat(resolutionX), height: size.height / CGFloat(resolutionY))
let topLeftCorner = CGRect(origin: CGPoint(), size: CGSize(width: cornerRadius, height: cornerRadius))
let topRightCorner = CGRect(origin: CGPoint(x: size.width - cornerRadius, y: 0.0), size: CGSize(width: cornerRadius, height: cornerRadius))
let bottomLeftCorner = CGRect(origin: CGPoint(x: 0.0, y: size.height - cornerRadius), size: CGSize(width: cornerRadius, height: cornerRadius))
let bottomRightCorner = CGRect(origin: CGPoint(x: size.width - cornerRadius, y: size.height - cornerRadius), size: CGSize(width: cornerRadius, height: cornerRadius))
var cornersImage: UIImage?
if cornerRadius > 0.0 {
cornersImage = generateImage(CGSize(width: cornerRadius * 2.0 + 200.0, height: cornerRadius * 2.0 + 200.0), rotatedContext: { size, context in
context.clear(CGRect(origin: CGPoint(), size: size))
context.setFillColor(UIColor.black.cgColor)
context.addPath(UIBezierPath(roundedRect: CGRect(origin: CGPoint(), size: size), cornerRadius: cornerRadius).cgPath)
context.fillPath()
})
}
for y in 0 ..< resolutionY {
for x in 0 ..< resolutionX {
let itemLayer = SimpleLayer()
itemLayer.backgroundColor = UIColor.black.cgColor
itemLayer.isOpaque = true
itemLayer.opacity = 1.0
itemLayer.anchorPoint = CGPoint()
self.addSublayer(itemLayer)
self.itemLayers.append(itemLayer)
if cornerRadius > 0.0, let cornersImage {
let gridPosition = CGPoint(x: CGFloat(x) / CGFloat(resolutionX), y: CGFloat(y) / CGFloat(resolutionY))
let sourceRect = CGRect(origin: CGPoint(x: gridPosition.x * (size.width), y: gridPosition.y * (size.height)), size: itemSize)
if sourceRect.intersects(topLeftCorner) || sourceRect.intersects(topRightCorner) || sourceRect.intersects(bottomLeftCorner) || sourceRect.intersects(bottomRightCorner) {
var clippedCornersRect = sourceRect
if clippedCornersRect.maxX > cornersImage.size.width {
clippedCornersRect.origin.x -= size.width - cornersImage.size.width
}
if clippedCornersRect.maxY > cornersImage.size.height {
clippedCornersRect.origin.y -= size.height - cornersImage.size.height
}
itemLayer.contents = cornersImage.cgImage
itemLayer.contentsRect = CGRect(origin: CGPoint(x: clippedCornersRect.minX / cornersImage.size.width, y: clippedCornersRect.minY / cornersImage.size.height), size: CGSize(width: clippedCornersRect.width / cornersImage.size.width, height: clippedCornersRect.height / cornersImage.size.height))
itemLayer.backgroundColor = nil
itemLayer.isOpaque = false
}
}
}
}
}
func update(positions: [CGPoint], bounds: [CGRect], transforms: [CATransform3D]) {
for i in 0 ..< self.itemLayers.count {
if i < positions.count && i < bounds.count && i < transforms.count {
let itemLayer = self.itemLayers[i]
itemLayer.position = positions[i]
itemLayer.bounds = bounds[i]
itemLayer.transform = transforms[i]
}
}
}
}
private final class PrivateContentLayerRestoreContext {
final class Reference {
weak var layer: CALayer?
init(layer: CALayer) {
self.layer = layer
}
}
private static func collectPrivateContentLayers(layer: CALayer, into references: inout [Reference]) {
if getLayerDisableScreenshots(layer) {
references.append(Reference(layer: layer))
}
if let sublayers = layer.sublayers {
for sublayer in sublayers {
collectPrivateContentLayers(layer: sublayer, into: &references)
}
}
}
private let references: [Reference]
init(rootLayer: CALayer) {
var references: [Reference] = []
PrivateContentLayerRestoreContext.collectPrivateContentLayers(layer: rootLayer, into: &references)
self.references = references
for reference in self.references {
if let layer = reference.layer {
setLayerDisableScreenshots(layer, false)
}
}
}
func restore() {
for reference in self.references {
if let layer = reference.layer {
setLayerDisableScreenshots(layer, true)
}
}
}
}
open class SpaceWarpNodeImpl: ASDisplayNode, SpaceWarpNode {
private final class Shockwave {
let startPoint: CGPoint
var timeValue: CGFloat = 0.0
init(startPoint: CGPoint) {
self.startPoint = startPoint
}
}
public var contentNode: ASDisplayNode {
return self.contentNodeSource
}
private let contentNodeSource: ASDisplayNode
private let backgroundView: UIView
private var currentCloneView: UIView?
private var meshView: STCMeshView?
private var privateContentRestoreContext: PrivateContentLayerRestoreContext?
private var gradientLayer: SimpleGradientLayer?
private var gradientMaskLayer: MaskGridLayer?
#if DEBUG
private var fpsView: FPSView?
#endif
private var link: SharedDisplayLinkDriver.Link?
private var shockwaves: [Shockwave] = []
private var hasCompletedFirstInARowShockwave: Bool = false
private var resolution: (x: Int, y: Int)?
private var layoutParams: (size: CGSize, cornerRadius: CGFloat)?
override public init() {
self.contentNodeSource = ASDisplayNode()
self.backgroundView = UIView()
self.backgroundView.backgroundColor = .black
#if DEBUG && false
self.fpsView = FPSView(frame: CGRect(origin: CGPoint(x: 4.0, y: 40.0), size: CGSize()))
#endif
super.init()
self.addSubnode(self.contentNodeSource)
self.view.addSubview(self.backgroundView)
#if DEBUG
if let fpsView = self.fpsView {
self.view.addSubview(fpsView)
}
#endif
}
public static func supportsHierarchy(layer: CALayer) -> Bool {
if getLayerDisableScreenshots(layer) {
return false
}
if let sublayers = layer.sublayers {
for sublayer in sublayers {
if !supportsHierarchy(layer: sublayer) {
return false
}
}
}
return true
}
public func triggerRipple(at point: CGPoint) {
if !SpaceWarpNodeImpl.supportsHierarchy(layer: self.contentNodeSource.view.layer) {
return
}
if self.shockwaves.isEmpty {
self.hasCompletedFirstInARowShockwave = false
}
self.shockwaves.append(Shockwave(startPoint: point))
if self.shockwaves.count > 8 {
self.shockwaves.removeFirst()
}
if self.link == nil {
var previousTimestamp = CACurrentMediaTime()
self.link = SharedDisplayLinkDriver.shared.add(framesPerSecond: .max, { [weak self] _ in
guard let self else {
return
}
let timestamp = CACurrentMediaTime()
let deltaTime = max(0.0, min(10.0 / 60.0, timestamp - previousTimestamp))
previousTimestamp = timestamp
for shockwave in self.shockwaves {
shockwave.timeValue += deltaTime * (1.0 / CGFloat(UIView.animationDurationFactor()))
}
if let (size, cornerRadius) = self.layoutParams {
self.update(size: size, cornerRadius: cornerRadius, transition: .immediate)
}
})
}
}
private func updateGrid(resolutionX: Int, resolutionY: Int) {
if let resolution = self.resolution, resolution.x == resolutionX, resolution.y == resolutionY {
return
}
self.resolution = (resolutionX, resolutionY)
if let meshView = self.meshView {
self.meshView = nil
meshView.removeFromSuperview()
}
let meshView = STCMeshView(frame: CGRect())
self.meshView = meshView
self.view.insertSubview(meshView, aboveSubview: self.backgroundView)
meshView.instanceCount = resolutionX * resolutionY
}
public func update(size: CGSize, cornerRadius: CGFloat, transition: ComponentTransition) {
self.layoutParams = (size, cornerRadius)
if size.width <= 0.0 || size.height <= 0.0 {
return
}
self.contentNodeSource.frame = CGRect(origin: CGPoint(), size: size)
transition.setFrame(view: self.backgroundView, frame: CGRect(origin: CGPoint(), size: size))
let params = RippleParams(amplitude: 10.0, frequency: 15.0, decay: 5.5, speed: 1400.0)
if let currentCloneView = self.currentCloneView {
currentCloneView.removeFromSuperview()
self.currentCloneView = nil
}
let maxEdge = (max(size.width, size.height) * 0.5) * 2.0
let maxDistance = sqrt(maxEdge * maxEdge + maxEdge * maxEdge)
let maxDelay = maxDistance / params.speed
for i in (0 ..< self.shockwaves.count).reversed() {
if self.shockwaves[i].timeValue >= maxDelay {
self.shockwaves.remove(at: i)
if i == 0 {
self.hasCompletedFirstInARowShockwave = true
}
}
}
guard !self.shockwaves.isEmpty else {
if let link = self.link {
self.link = nil
link.invalidate()
}
if let meshView = self.meshView {
self.meshView = nil
meshView.removeFromSuperview()
}
self.resolution = nil
self.backgroundView.isHidden = true
self.contentNodeSource.clipsToBounds = false
self.contentNodeSource.layer.cornerRadius = 0.0
if let gradientLayer = self.gradientLayer {
self.gradientLayer = nil
gradientLayer.removeFromSuperlayer()
}
if let gradientMaskLayer = self.gradientMaskLayer {
self.gradientMaskLayer = nil
gradientMaskLayer.removeFromSuperlayer()
}
if let privateContentRestoreContext = self.privateContentRestoreContext {
self.privateContentRestoreContext = nil
privateContentRestoreContext.restore()
}
return
}
if self.privateContentRestoreContext == nil {
self.privateContentRestoreContext = PrivateContentLayerRestoreContext(rootLayer: self.contentNodeSource.view.layer)
}
self.backgroundView.isHidden = false
self.contentNodeSource.clipsToBounds = true
self.contentNodeSource.layer.cornerRadius = cornerRadius
#if DEBUG
if let fpsView = self.fpsView {
fpsView.update()
}
#endif
let resolutionX = max(2, Int(size.width / 40.0))
let resolutionY = max(2, Int(size.height / 40.0))
self.updateGrid(resolutionX: resolutionX, resolutionY: resolutionY)
guard let resolution = self.resolution, let meshView = self.meshView else {
return
}
if let cloneView = self.contentNodeSource.view.resizableSnapshotView(from: CGRect(origin: CGPoint(), size: size), afterScreenUpdates: false, withCapInsets: UIEdgeInsets()) {
self.currentCloneView = cloneView
meshView.contentView.addSubview(cloneView)
}
meshView.frame = CGRect(origin: CGPoint(), size: size)
if let shockwave = self.shockwaves.first {
let gradientMaskLayer: MaskGridLayer
if let current = self.gradientMaskLayer {
gradientMaskLayer = current
} else {
gradientMaskLayer = MaskGridLayer()
self.gradientMaskLayer = gradientMaskLayer
}
let gradientLayer: SimpleGradientLayer
if let current = self.gradientLayer {
gradientLayer = current
} else {
gradientLayer = SimpleGradientLayer()
self.gradientLayer = gradientLayer
self.layer.addSublayer(gradientLayer)
gradientLayer.type = .radial
gradientLayer.colors = [UIColor(white: 1.0, alpha: 0.0).cgColor, UIColor(white: 1.0, alpha: 0.0).cgColor, UIColor(white: 1.0, alpha: 0.2).cgColor, UIColor(white: 1.0, alpha: 0.0).cgColor]
gradientLayer.mask = gradientMaskLayer
}
gradientLayer.frame = CGRect(origin: CGPoint(), size: size)
gradientMaskLayer.frame = CGRect(origin: CGPoint(), size: size)
gradientLayer.startPoint = CGPoint(x: shockwave.startPoint.x / size.width, y: shockwave.startPoint.y / size.height)
let distance = shockwave.timeValue * params.speed
let progress = max(0.0, distance / min(size.width, size.height))
let radius = CGSize(width: 1.0 * progress, height: (size.width / size.height) * progress)
let endEndPoint = CGPoint(x: (gradientLayer.startPoint.x + radius.width), y: (gradientLayer.startPoint.y + radius.height))
gradientLayer.endPoint = endEndPoint
let maxWavefrontNorm: CGFloat = 0.4
let normProgress = max(0.0, min(1.0, progress))
let interpolatedNorm: CGFloat = 1.0 * (1.0 - normProgress) + maxWavefrontNorm * normProgress
let wavefrontNorm: CGFloat = max(0.01, min(0.99, interpolatedNorm))
gradientLayer.locations = ([0.0, 1.0 - wavefrontNorm, 1.0 - wavefrontNorm * 0.5, 1.0] as [CGFloat]).map { $0 as NSNumber }
let alphaProgress: CGFloat = max(0.0, min(1.0, normProgress / 0.15))
var interpolatedAlpha: CGFloat = alphaProgress
interpolatedAlpha = max(0.0, min(1.0, interpolatedAlpha))
gradientLayer.opacity = Float(interpolatedAlpha)
} else {
if let gradientLayer = self.gradientLayer {
self.gradientLayer = nil
gradientLayer.removeFromSuperlayer()
}
}
let itemSize = CGSize(width: size.width / CGFloat(resolution.x), height: size.height / CGFloat(resolution.y))
var instanceBounds: [CGRect] = []
var instancePositions: [CGPoint] = []
var instanceTransforms: [CATransform3D] = []
for y in 0 ..< resolution.y {
for x in 0 ..< resolution.x {
let gridPosition = CGPoint(x: CGFloat(x) / CGFloat(resolution.x), y: CGFloat(y) / CGFloat(resolution.y))
let sourceRect = CGRect(origin: CGPoint(x: gridPosition.x * (size.width), y: gridPosition.y * (size.height)), size: itemSize)
let initialTopLeft = CGPoint(x: sourceRect.minX, y: sourceRect.minY)
let initialTopRight = CGPoint(x: sourceRect.maxX, y: sourceRect.minY)
let initialBottomLeft = CGPoint(x: sourceRect.minX, y: sourceRect.maxY)
let initialBottomRight = CGPoint(x: sourceRect.maxX, y: sourceRect.maxY)
var topLeft = initialTopLeft
var topRight = initialTopRight
var bottomLeft = initialBottomLeft
var bottomRight = initialBottomRight
for shockwave in self.shockwaves {
topLeft = topLeft + rippleOffset(position: initialTopLeft, origin: shockwave.startPoint, time: shockwave.timeValue, params: params)
topRight = topRight + rippleOffset(position: initialTopRight, origin: shockwave.startPoint, time: shockwave.timeValue, params: params)
bottomLeft = bottomLeft + rippleOffset(position: initialBottomLeft, origin: shockwave.startPoint, time: shockwave.timeValue, params: params)
bottomRight = bottomRight + rippleOffset(position: initialBottomRight, origin: shockwave.startPoint, time: shockwave.timeValue, params: params)
}
/*topLeft = transformCoordinate(position: topLeft, origin: startPoint, time: self.timeValue, params: params)
topRight = transformCoordinate(position: topRight, origin: startPoint, time: self.timeValue, params: params)
bottomLeft = transformCoordinate(position: bottomLeft, origin: startPoint, time: self.timeValue, params: params)
bottomRight = transformCoordinate(position: bottomRight, origin: startPoint, time: self.timeValue, params: params)*/
let distanceTopLeft = length(topLeft - initialTopLeft)
let distanceTopRight = length(topRight - initialTopRight)
let distanceBottomLeft = length(bottomLeft - initialBottomLeft)
let distanceBottomRight = length(bottomRight - initialBottomRight)
var maxDistance = max(distanceTopLeft, distanceTopRight)
maxDistance = max(maxDistance, distanceBottomLeft)
maxDistance = max(maxDistance, distanceBottomRight)
var (frame, transform) = transformToFitQuad2(frame: sourceRect, topLeft: topLeft, topRight: topRight, bottomLeft: bottomLeft, bottomRight: bottomRight)
if maxDistance <= 0.005 {
transform = CATransform3DIdentity
}
instanceBounds.append(frame)
instancePositions.append(frame.origin)
instanceTransforms.append(transform)
}
}
instanceBounds.withUnsafeMutableBufferPointer { buffer in
meshView.instanceBounds = buffer.baseAddress!
}
instancePositions.withUnsafeMutableBufferPointer { buffer in
meshView.instancePositions = buffer.baseAddress!
}
instanceTransforms.withUnsafeMutableBufferPointer { buffer in
meshView.instanceTransforms = buffer.baseAddress!
}
if let gradientMaskLayer = self.gradientMaskLayer {
gradientMaskLayer.updateGrid(size: size, resolutionX: resolutionX, resolutionY: resolutionY, cornerRadius: cornerRadius)
gradientMaskLayer.update(positions: instancePositions, bounds: instanceBounds, transforms: instanceTransforms)
}
}
override open func hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView? {
if self.alpha.isZero || self.isHidden || !self.isUserInteractionEnabled {
return nil
}
for view in self.contentNode.view.subviews.reversed() {
if let result = view.hitTest(self.view.convert(point, to: view), with: event), result.isUserInteractionEnabled {
return result
}
}
let result = super.hitTest(point, with: event)
if result != self {
return result
} else {
return nil
}
}
}