Files
GradientLoadingBar/NotchGradientLoadingBarController.swift
T
2020-06-16 17:52:26 +02:00

211 lines
10 KiB
Swift

//
// NotchGradientLoadingBarController.swift
// GradientLoadingBar
//
// Created by Felix Mau on 11.06.20.
//
import UIKit
/// Type-alias for the controller to be more similar to the pod name.
public typealias NotchGradientLoadingBar = NotchGradientLoadingBarController
open class NotchGradientLoadingBarController: GradientLoadingBarController {
// MARK: - Config
/// Values are based on
/// <https://www.paintcodeapp.com/news/iphone-x-screen-demystified>
private enum Config {
/// The width of the iPhone notch.
static let notchWidth: CGFloat = 209
/// The radius of the small circle on the outside of the notch.
static let smallCircleRadius: CGFloat = 6
/// The radius of the large circle on the inside of the notch.
static let largeCircleRadius: CGFloat = 20
}
// MARK: - Public methods
override open func setupConstraints(superview: UIView) {
guard #available(iOS 11.0, *) else {
/// The notch is only available when supporting safe area layout guides, which is starting from iOS 11.
super.setupConstraints(superview: superview)
return
}
// The `safeAreaInsets.top` always includes the status-bar and therefore will always be greater "0".
// As a workaround we check the bottom inset.
let hasNotch = superview.safeAreaInsets.bottom > 0
guard hasNotch else {
// No special masking required for non safe area devices.
super.setupConstraints(superview: superview)
return
}
// Our view will be masked therefore the view height needs to cover the notch-height plus the given user-height.
let height = 2 * Config.smallCircleRadius + Config.largeCircleRadius + self.height
NSLayoutConstraint.activate([
gradientActivityIndicatorView.topAnchor.constraint(equalTo: superview.topAnchor),
gradientActivityIndicatorView.heightAnchor.constraint(equalToConstant: height),
gradientActivityIndicatorView.leadingAnchor.constraint(equalTo: superview.leadingAnchor),
gradientActivityIndicatorView.trailingAnchor.constraint(equalTo: superview.trailingAnchor)
])
// As we currently only support portrait mode (and no device rotation), we can safely use `bounds.size.width` here.
let screenWidth = superview.bounds.size.width
applyNotchMask(for: screenWidth)
}
// MARK: - Private methods
private func applyNotchMask(for screenWidth: CGFloat) {
// We always center the notch in the middle of the screen.
let leftNotchPoint = (screenWidth - Config.notchWidth) / 2 + 0.5
let rightNotchPoint = (screenWidth + Config.notchWidth) / 2
let smallCircleDiameter: CGFloat = 2 * Config.smallCircleRadius
let bezierPath = UIBezierPath()
bezierPath.move(to: CGPoint(x: 0, y: 0))
// Draw line to small-circle left to `leftNotchPoint`.
bezierPath.addLineTo(x: leftNotchPoint - Config.smallCircleRadius,
y: 0)
// Draw the small circle left to the `leftNotchPoint`.
// See <https://developer.apple.com/documentation/uikit/uibezierpath/1624358-init#1965853> for the definition of the
// angles in the default coordinate system.
bezierPath.addArc(withCenter: CGPoint(x: leftNotchPoint - Config.smallCircleRadius,
y: Config.smallCircleRadius),
radius: Config.smallCircleRadius,
startAngle: -CGFloat.pi / 2,
endAngle: 0,
clockwise: true)
// We're moving the the large-circles a bit up.
// This prevents having a straight line between the circles.
// See: https://medium.com/tall-west/no-cutting-corners-on-the-iphone-x-97a9413b94e
let verticalOffsetForLargeCircle: CGFloat = 3
// Draw the large circle right to the `leftNotchPoint`.
bezierPath.addArc(withCenter: CGPoint(x: leftNotchPoint + Config.largeCircleRadius,
y: smallCircleDiameter - verticalOffsetForLargeCircle),
radius: Config.largeCircleRadius,
startAngle: CGFloat.pi,
endAngle: CGFloat.pi / 2,
clockwise: false)
// Draw line to large-circle underneath and left to `rightNotchPoint`.
bezierPath.addLineTo(x: rightNotchPoint - Config.largeCircleRadius,
y: smallCircleDiameter + Config.largeCircleRadius - verticalOffsetForLargeCircle)
// Draw the large circle left to the `rightNotchPoint`.
bezierPath.addArc(withCenter: CGPoint(x: rightNotchPoint - Config.largeCircleRadius,
y: smallCircleDiameter - verticalOffsetForLargeCircle),
radius: Config.largeCircleRadius,
startAngle: CGFloat.pi / 2,
endAngle: 0,
clockwise: false)
// Draw the small circle right to the `rightNotchPoint`.
bezierPath.addArc(withCenter: CGPoint(x: rightNotchPoint + Config.smallCircleRadius,
y: Config.smallCircleRadius),
radius: Config.smallCircleRadius,
startAngle: CGFloat.pi,
endAngle: CGFloat.pi + CGFloat.pi / 2,
clockwise: true)
// Draw line to the end of the screen.
bezierPath.addLineTo(x: screenWidth, y: 0)
// And all the way back..
// Therefore we always have to offset the given `height` by the user.
// To visually align the height with the "basic" `GradientLoadingBar`, we have to add one point here.
let height = self.height + 1
// Have the small-circle at the bottom-path only one third of the size of the upper-path produced visually better results.
let bottomPathSmallCircleRadius = Config.smallCircleRadius / 3
// Moving the bottom-line in the corners of the small circles just a tiny bit away from the center point to the smartphone corners,
// produced a visually more equal height for the gradient-view.
let bottomPathHorizontalOffsetForSmallCircle: CGFloat = 0.5
// Moving the bottom-line just a tiny bit down here produced a visually more equal height for the gradient-view underneath
// the smartphone-frame in the ears and the notch.
let bottomPathVerticalOffsetForLargeCircle: CGFloat = 0.5
// Start by moving down at the end of the screen.
bezierPath.addLineTo(x: screenWidth, y: height)
// Draw line to small-circle right to `rightNotchPoint`.
bezierPath.addLineTo(x: rightNotchPoint + bottomPathSmallCircleRadius + height,
y: height)
// Draw the small circle right to the `rightNotchPoint`.
// We're offsetting the center-point with the given user-height here.
bezierPath.addArc(withCenter: CGPoint(x: rightNotchPoint + bottomPathSmallCircleRadius + height + bottomPathHorizontalOffsetForSmallCircle,
y: bottomPathSmallCircleRadius + height),
radius: bottomPathSmallCircleRadius,
startAngle: -CGFloat.pi / 2,
endAngle: -CGFloat.pi,
clockwise: false)
// Draw the large circle left to the `rightNotchPoint`.
// We're using the same center-point as the large-circle above, but with a larger radius here.
bezierPath.addArc(withCenter: CGPoint(x: rightNotchPoint - Config.largeCircleRadius,
y: smallCircleDiameter - verticalOffsetForLargeCircle + bottomPathVerticalOffsetForLargeCircle),
radius: Config.largeCircleRadius + height,
startAngle: 0,
endAngle: CGFloat.pi / 2,
clockwise: true)
// Draw line to large-circle underneath and right to `leftNotchPoint`.
bezierPath.addLineTo(x: leftNotchPoint + Config.largeCircleRadius + height,
y: smallCircleDiameter + Config.largeCircleRadius - verticalOffsetForLargeCircle + height + bottomPathVerticalOffsetForLargeCircle)
// Draw the large circle right to the `leftNotchPoint`.
// We're using the same center-point as the large-circle above, but with a larger radius here.
bezierPath.addArc(withCenter: CGPoint(x: leftNotchPoint + Config.largeCircleRadius,
y: smallCircleDiameter - verticalOffsetForLargeCircle + bottomPathVerticalOffsetForLargeCircle),
radius: Config.largeCircleRadius + height,
startAngle: CGFloat.pi / 2,
endAngle: CGFloat.pi,
clockwise: true)
// Draw the small circle left to the `leftNotchPoint`.
// We're offsetting the center-point with the given user-height here.
bezierPath.addArc(withCenter: CGPoint(x: leftNotchPoint - bottomPathSmallCircleRadius - height - bottomPathHorizontalOffsetForSmallCircle,
y: bottomPathSmallCircleRadius + height),
radius: bottomPathSmallCircleRadius,
startAngle: 0,
endAngle: -CGFloat.pi / 2,
clockwise: false)
// Draw line to the beginning of the screen.
bezierPath.addLineTo(x: 0, y: height)
bezierPath.close()
let shapeLayer = CAShapeLayer()
shapeLayer.path = bezierPath.cgPath
if #available(iOS 13.0, *) {
shapeLayer.cornerCurve = .continuous
}
gradientActivityIndicatorView.layer.mask = shapeLayer
}
}
// MARK: - Helpers
private extension UIBezierPath {
// swiftlint:disable:next identifier_name
func addLineTo(x: CGFloat, y: CGFloat) {
addLine(to: CGPoint(x: x, y: y))
}
}