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MSHFSiriView.swift
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import UIKit
final public class MSHFSiriView: MSHFView {
private var waveLayer = MSHFJelloLayer()
private var rWaveLayer = MSHFJelloLayer()
private var subwaveLayer = MSHFJelloLayer()
private var rSubwaveLayer = MSHFJelloLayer()
private var subSubwaveLayer = MSHFJelloLayer()
private var rSubSubwaveLayer = MSHFJelloLayer()
override public func initializeWaveLayers() {
rSubSubwaveLayer.frame = bounds
rSubwaveLayer.frame = rSubSubwaveLayer.frame
rWaveLayer.frame = rSubwaveLayer.frame
subSubwaveLayer.frame = rWaveLayer.frame
subwaveLayer.frame = subSubwaveLayer.frame
waveLayer.frame = rWaveLayer.frame
layer.addSublayer(waveLayer)
layer.addSublayer(rWaveLayer)
layer.addSublayer(subwaveLayer)
layer.addSublayer(rSubwaveLayer)
layer.addSublayer(subSubwaveLayer)
layer.addSublayer(rSubSubwaveLayer)
waveLayer.zPosition = 0
rWaveLayer.zPosition = 0
subwaveLayer.zPosition = -1
rSubwaveLayer.zPosition = -1
subSubwaveLayer.zPosition = -2
rSubSubwaveLayer.zPosition = -2
configureDisplayLink()
resetWaveLayers()
waveLayer.shouldAnimate = true
subwaveLayer.shouldAnimate = true
subSubwaveLayer.shouldAnimate = true
rWaveLayer.shouldAnimate = true
rSubwaveLayer.shouldAnimate = true
rSubSubwaveLayer.shouldAnimate = true
}
private func midPointForPoints(_ p1: CGPoint, _ p2: CGPoint) -> CGPoint {
return CGPoint(x: (p1.x + p2.x) / 2, y: (p1.y + p2.y) / 2)
}
private func controlPointForPoints(_ p1: CGPoint, _ p2: CGPoint) -> CGPoint {
var controlPoint = midPointForPoints(p1, p2)
let diffY = abs(p2.y - controlPoint.y)
if p1.y < p2.y {
controlPoint.y += diffY
} else if p1.y > p2.y {
controlPoint.y -= diffY
}
return controlPoint
}
override public func resetWaveLayers() {
let path = createPath(
withPoints: points,
pointCount: 0,
in: bounds)
NSLog("[libmitsuha]: Resetting Wave Layers...")
waveLayer.path = path
rWaveLayer.path = path
subwaveLayer.path = path
rSubwaveLayer.path = path
subSubwaveLayer.path = path
rSubSubwaveLayer.path = path
}
override public func updateWave(_ waveColor: UIColor, subwaveColor: UIColor) {
updateWave(waveColor, subwaveColor: subwaveColor, subSubwaveColor: subwaveColor)
}
override public func updateWave(_ waveColor: UIColor, subwaveColor: UIColor, subSubwaveColor: UIColor) {
self.waveColor = waveColor
self.subwaveColor = subwaveColor
self.subSubwaveColor = subSubwaveColor
waveLayer.fillColor = waveColor.cgColor
rWaveLayer.fillColor = waveColor.cgColor
subwaveLayer.fillColor = subwaveColor.cgColor
rSubwaveLayer.fillColor = subwaveColor.cgColor
subSubwaveLayer.fillColor = subSubwaveColor.cgColor
rSubSubwaveLayer.fillColor = subSubwaveColor.cgColor
waveLayer.compositingFilter = "screenBlendMode"
rWaveLayer.compositingFilter = "screenBlendMode"
subwaveLayer.compositingFilter = "screenBlendMode"
rSubwaveLayer.compositingFilter = "screenBlendMode"
subSubwaveLayer.compositingFilter = "screenBlendMode"
rSubSubwaveLayer.compositingFilter = "screenBlendMode"
}
override public func redraw() {
super.redraw()
let path = createPath(
withPoints: points,
pointCount: numberOfPoints,
in: bounds)
let scale = CATransform3DMakeScale(1, -1, 1)
let translate = CATransform3DMakeTranslation(0, waveOffset - (bounds.size.height - waveOffset), 0)
let transform = CATransform3DConcat(scale, translate)
waveLayer.path = path
rWaveLayer.path = path
rWaveLayer.transform = transform
DispatchQueue.main.asyncAfter(deadline: .now() + 0.25, execute: {
self.subwaveLayer.path = path
self.rSubwaveLayer.path = path
self.rSubwaveLayer.transform = transform
})
DispatchQueue.main.asyncAfter(deadline: .now() + 0.5, execute: {
self.subSubwaveLayer.path = path
self.rSubSubwaveLayer.path = path
self.rSubSubwaveLayer.transform = transform
})
}
override public func setSampleData(_ data: UnsafeMutablePointer<Float>, length: Int32) {
super.setSampleData(data, length: length)
points[numberOfPoints - 1].x = bounds.size.width
points[numberOfPoints - 1].y = waveOffset
points[0].y = points[numberOfPoints - 1].y
}
private func createPath(withPoints points: UnsafeMutablePointer<CGPoint>?, pointCount: Int, in rect: CGRect) -> CGPath {
if pointCount > 0 {
let path = UIBezierPath()
// path.move(to: CGPoint(x: 0, y: frame.size.height))
path.move(to: CGPoint(x: 0, y: waveOffset))
var p1 = self.points[0]
path.addLine(to: p1)
for i in 0..<numberOfPoints {
let p2 = self.points[i]
let midPoint = midPointForPoints(p1, p2)
path.addQuadCurve(to: midPoint, controlPoint: controlPointForPoints(midPoint, p1))
path.addQuadCurve(to: p2, controlPoint: controlPointForPoints(midPoint, p2))
p1 = self.points[i]
}
// path.addLine(to: CGPoint(x: frame.size.width,y: frame.size.height))
path.addLine(to: CGPoint(x: frame.size.width, y: waveOffset))
// path.addLine(to: CGPoint(x: 0, y: frame.size.height))
path.addLine(to: CGPoint(x: 0, y: waveOffset))
let convertedPath = path.cgPath
return convertedPath.copy()!
}
else {
let pixelFixer: CGFloat = bounds.size.width / CGFloat(numberOfPoints)
if cachedNumberOfPoints != numberOfPoints {
free(self.points)
self.points = unsafeBitCast(malloc(MemoryLayout<CGPoint>.size * numberOfPoints), to: UnsafeMutablePointer<CGPoint>.self)
cachedNumberOfPoints = numberOfPoints
for i in 0..<numberOfPoints {
self.points[i].x = CGFloat(i) * pixelFixer
self.points[i].y = waveOffset //self.bounds.size.height/2;
}
self.points[numberOfPoints - 1].x = bounds.size.width
self.points[numberOfPoints - 1].y = waveOffset
self.points[0].y = waveOffset
}
return createPath(withPoints: self.points,
pointCount: numberOfPoints,
in: bounds)
}
}
}