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4 Commits

Author SHA1 Message Date
xspyhack 88db9aeafe Fix line chart view indicator point (#40) 2020-01-22 13:56:03 +01:00
Kevin Fowler 37c51d9b46 Fix llvm segfault when archiving SwiftUICharts (#36)
I added ChartView/SwiftUICharts to my iphone project. It worked as
expected until I tried to archive the application for distribution.

In the archive step, compilation fails with a segmentation fault:
    1.	While running pass #48703 SILFunctionTransform "GenericSpecializer" on SILFunction "@$s13SwiftUICharts9ChartDataC6pointsACSayxG_tcSBRzlufcSd_Tg5".
     for 'init(points:)' (at /Users/kfowler/projects/ChartView/Sources/SwiftUICharts/Helpers.swift:134:12)
    0  swift                    0x0000000113b94a63 PrintStackTraceSignalHandler(void*) + 51
    1  swift                    0x0000000113b94236 SignalHandler(int) + 358
    2  libsystem_platform.dylib 0x00007fff6bd7d42d _sigtramp + 29
    3  libsystem_platform.dylib 0x0000000800000001 _sigtramp + 2485660657
    4  swift                    0x000000010ffd800c swift::ReabstractionInfo::prepareAndCheck(swift::ApplySite, swift::SILFunction*, swift::SubstitutionMap, swift::OptRemark::Emitter*) + 572
    5  swift                    0x000000011002abda swift::ReabstractionInfo::ReabstractionInfo(swift::ApplySite, swift::SILFunction*, swift::SubstitutionMap, swift::IsSerialized_t, bool, swift::OptRemark::Emitter*) + 122
    6  swift                    0x0000000110034c35 swift::trySpecializeApplyOfGeneric(swift::SILOptFunctionBuilder&, swift::ApplySite, llvm::SmallSetVector<swift::SILInstruction*, 8u>&, llvm::SmallVectorImpl<swift::SILFunction*>&, swift::OptRemark::Emitter&) + 1653
    7  swift                    0x000000010ff0d731 (anonymous namespace)::GenericSpecializer::run() + 2673
    8  swift                    0x000000010fe86f3e swift::SILPassManager::execute() + 4606
    9  swift                    0x000000010fae596b swift::CompilerInstance::performSILProcessing(swift::SILModule*, swift::UnifiedStatsReporter*) + 6379
    10 swift                    0x000000010f7ddec5 performCompile(swift::CompilerInstance&, swift::CompilerInvocation&, llvm::ArrayRef<char const*>, int&, swift::FrontendObserver*, swift::UnifiedStatsReporter*) + 33925
    11 swift                    0x000000010f7d2234 swift::performFrontend(llvm::ArrayRef<char const*>, char const*, void*, swift::FrontendObserver*) + 6820
    12 swift                    0x000000010f75f733 main + 1219
    13 libdyld.dylib            0x00007fff6bb847fd start + 1
error: Segmentation fault: 11 (in target 'SwiftUICharts' from project 'SwiftUICharts')

This change resolves the issue.
2020-01-17 12:29:47 +01:00
Daniel Barclay 75df39fc1f Fix animation undoing itself by multiple calls of toggle() (#35) 2020-01-17 12:29:03 +01:00
Leanne 6b5affa46e Update README.md (#33) 2020-01-16 10:47:00 +01:00
4 changed files with 262 additions and 23 deletions
+1 -1
View File
@@ -153,7 +153,7 @@ BarChartView(data: [8,23,54,32,12,37,7,23,43], title: "Title", form: ChartForm.s
## Pie charts
![Pie Charts](./Resources/showcase4.png "Pie Charts")
You can add a line chart with the following code:
You can add a pie chart with the following code:
```swift
PieChartView(data: [8,23,54,32], title: "Title", legend: "Legendary") // legend is optional
+2 -1
View File
@@ -129,8 +129,9 @@ public struct ChartStyle {
}
public class ChartData: ObservableObject {
@Published var points: [(String,Double)] = [(String,Double)]()
@Published var points: [(String,Double)]
var valuesGiven: Bool = false
public init<N: BinaryFloatingPoint>(points:[N]) {
self.points = points.map{("", Double($0))}
}
+8 -21
View File
@@ -58,9 +58,13 @@ struct Line: View {
.rotationEffect(.degrees(180), anchor: .center)
.rotation3DEffect(.degrees(180), axis: (x: 0, y: 1, z: 0))
.animation(.easeOut(duration: 1.2))
.onAppear(){
self.showFull.toggle()
}.drawingGroup()
.onAppear {
self.showFull = true
}
.onDisappear {
self.showFull = false
}
.drawingGroup()
if(self.showIndicator) {
IndicatorPoint()
.position(self.getClosestPointOnPath(touchLocation: self.touchLocation))
@@ -71,8 +75,7 @@ struct Line: View {
}
func getClosestPointOnPath(touchLocation: CGPoint) -> CGPoint {
let percentage:CGFloat = min(max(touchLocation.x,0)/self.frame.width,1)
let closest = self.path.percentPoint(percentage)
let closest = self.path.point(to: touchLocation.x)
return closest
}
@@ -147,22 +150,6 @@ extension Path {
path.closeSubpath()
return path
}
func percentPoint(_ percent: CGFloat) -> CGPoint {
// percent difference between points
let diff: CGFloat = 0.001
let comp: CGFloat = 1 - diff
// handle limits
let pct = percent > 1 ? 0 : (percent < 0 ? 1 : percent)
let f = pct > comp ? comp : pct
let t = pct > comp ? 1 : pct + diff
let tp = self.trimmedPath(from: f, to: t)
return CGPoint(x: tp.boundingRect.midX, y: tp.boundingRect.midY)
}
}
struct Line_Previews: PreviewProvider {
@@ -0,0 +1,251 @@
//
// File.swift
//
//
// Created by xspyhack on 2020/1/21.
//
import SwiftUI
extension Path {
func trimmedPath(for percent: CGFloat) -> Path {
// percent difference between points
let boundsDistance: CGFloat = 0.001
let completion: CGFloat = 1 - boundsDistance
let pct = percent > 1 ? 0 : (percent < 0 ? 1 : percent)
let start = pct > completion ? completion : pct - boundsDistance
let end = pct > completion ? 1 : pct + boundsDistance
return trimmedPath(from: start, to: end)
}
func point(for percent: CGFloat) -> CGPoint {
let path = trimmedPath(for: percent)
return CGPoint(x: path.boundingRect.midX, y: path.boundingRect.midY)
}
func point(to maxX: CGFloat) -> CGPoint {
let total = length
let sub = length(to: maxX)
let percent = sub / total
return point(for: percent)
}
var length: CGFloat {
var ret: CGFloat = 0.0
var start: CGPoint?
var point = CGPoint.zero
forEach { ele in
switch ele {
case .move(let to):
if start == nil {
start = to
}
point = to
case .line(let to):
ret += point.line(to: to)
point = to
case .quadCurve(let to, let control):
ret += point.quadCurve(to: to, control: control)
point = to
case .curve(let to, let control1, let control2):
ret += point.curve(to: to, control1: control1, control2: control2)
point = to
case .closeSubpath:
if let to = start {
ret += point.line(to: to)
point = to
}
start = nil
}
}
return ret
}
func length(to maxX: CGFloat) -> CGFloat {
var ret: CGFloat = 0.0
var start: CGPoint?
var point = CGPoint.zero
var finished = false
forEach { ele in
if finished {
return
}
switch ele {
case .move(let to):
if to.x > maxX {
finished = true
return
}
if start == nil {
start = to
}
point = to
case .line(let to):
if to.x > maxX {
finished = true
ret += point.line(to: to, x: maxX)
return
}
ret += point.line(to: to)
point = to
case .quadCurve(let to, let control):
if to.x > maxX {
finished = true
ret += point.quadCurve(to: to, control: control, x: maxX)
return
}
ret += point.quadCurve(to: to, control: control)
point = to
case .curve(let to, let control1, let control2):
if to.x > maxX {
finished = true
ret += point.curve(to: to, control1: control1, control2: control2, x: maxX)
return
}
ret += point.curve(to: to, control1: control1, control2: control2)
point = to
case .closeSubpath:
fatalError("Can't include closeSubpath")
}
}
return ret
}
}
extension CGPoint {
func point(to: CGPoint, x: CGFloat) -> CGPoint {
let a = (to.y - self.y) / (to.x - self.x)
let y = self.y + (x - self.x) * a
return CGPoint(x: x, y: y)
}
func line(to: CGPoint) -> CGFloat {
dist(to: to)
}
func line(to: CGPoint, x: CGFloat) -> CGFloat {
dist(to: point(to: to, x: x))
}
func quadCurve(to: CGPoint, control: CGPoint) -> CGFloat {
var dist: CGFloat = 0
let steps: CGFloat = 100
for i in 0..<Int(steps) {
let t0 = CGFloat(i) / steps
let t1 = CGFloat(i+1) / steps
let a = point(to: to, t: t0, control: control)
let b = point(to: to, t: t1, control: control)
dist += a.line(to: b)
}
return dist
}
func quadCurve(to: CGPoint, control: CGPoint, x: CGFloat) -> CGFloat {
var dist: CGFloat = 0
let steps: CGFloat = 100
for i in 0..<Int(steps) {
let t0 = CGFloat(i) / steps
let t1 = CGFloat(i+1) / steps
let a = point(to: to, t: t0, control: control)
let b = point(to: to, t: t1, control: control)
if a.x >= x {
return dist
} else if b.x > x {
dist += a.line(to: b, x: x)
return dist
} else if b.x == x {
dist += a.line(to: b)
return dist
}
dist += a.line(to: b)
}
return dist
}
func point(to: CGPoint, t: CGFloat, control: CGPoint) -> CGPoint {
let x = CGPoint.value(x: self.x, y: to.x, t: t, c: control.x)
let y = CGPoint.value(x: self.y, y: to.y, t: t, c: control.y)
return CGPoint(x: x, y: y)
}
func curve(to: CGPoint, control1: CGPoint, control2: CGPoint) -> CGFloat {
var dist: CGFloat = 0
let steps: CGFloat = 100
for i in 0..<Int(steps) {
let t0 = CGFloat(i) / steps
let t1 = CGFloat(i+1) / steps
let a = point(to: to, t: t0, control1: control1, control2: control2)
let b = point(to: to, t: t1, control1: control1, control2: control2)
dist += a.line(to: b)
}
return dist
}
func curve(to: CGPoint, control1: CGPoint, control2: CGPoint, x: CGFloat) -> CGFloat {
var dist: CGFloat = 0
let steps: CGFloat = 100
for i in 0..<Int(steps) {
let t0 = CGFloat(i) / steps
let t1 = CGFloat(i+1) / steps
let a = point(to: to, t: t0, control1: control1, control2: control2)
let b = point(to: to, t: t1, control1: control1, control2: control2)
if a.x >= x {
return dist
} else if b.x > x {
dist += a.line(to: b, x: x)
return dist
} else if b.x == x {
dist += a.line(to: b)
return dist
}
dist += a.line(to: b)
}
return dist
}
func point(to: CGPoint, t: CGFloat, control1: CGPoint, control2: CGPoint) -> CGPoint {
let x = CGPoint.value(x: self.x, y: to.x, t: t, c1: control1.x, c2: control2.x)
let y = CGPoint.value(x: self.y, y: to.y, t: t, c1: control1.y, c2: control2.x)
return CGPoint(x: x, y: y)
}
static func value(x: CGFloat, y: CGFloat, t: CGFloat, c: CGFloat) -> CGFloat {
var value: CGFloat = 0.0
// (1-t)^2 * p0 + 2 * (1-t) * t * c1 + t^2 * p1
value += pow(1-t, 2) * x
value += 2 * (1-t) * t * c
value += pow(t, 2) * y
return value
}
static func value(x: CGFloat, y: CGFloat, t: CGFloat, c1: CGFloat, c2: CGFloat) -> CGFloat {
var value: CGFloat = 0.0
// (1-t)^3 * p0 + 3 * (1-t)^2 * t * c1 + 3 * (1-t) * t^2 * c2 + t^3 * p1
value += pow(1-t, 3) * x
value += 3 * pow(1-t, 2) * t * c1
value += 3 * (1-t) * pow(t, 2) * c2
value += pow(t, 3) * y
return value
}
}