mirror of
https://github.com/fxm90/GradientLoadingBar.git
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207 lines
9.7 KiB
Swift
207 lines
9.7 KiB
Swift
//
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// NotchGradientLoadingBarController.swift
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// GradientLoadingBar
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//
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// Created by Felix Mau on 11.06.20.
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//
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import UIKit
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/// Type-alias for the controller to be more similar to the pod name.
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public typealias NotchGradientLoadingBar = NotchGradientLoadingBarController
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open class NotchGradientLoadingBarController: GradientLoadingBarController {
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// MARK: - Config
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/// Values are based on
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/// <https://www.paintcodeapp.com/news/iphone-x-screen-demystified>
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private enum Config {
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/// The width of the iPhone notch.
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static let notchWidth: CGFloat = 209
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/// The radius of the small circle on the outside of the notch.
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static let smallCircleRadius: CGFloat = 6
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/// The radius of the large circle on the inside of the notch.
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static let largeCircleRadius: CGFloat = 20
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}
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// MARK: - Public methods
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override open func setupConstraints(superview: UIView) {
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guard #available(iOS 11.0, *) else {
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/// The notch is only available when supporting safe area layout guides, which is starting from iOS 11.
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super.setupConstraints(superview: superview)
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return
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}
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// The `safeAreaInsets.top` always includes the status-bar and therefore will always be greater "0".
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// As a workaround we check the bottom inset.
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let hasNotch = superview.safeAreaInsets.bottom > 0
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guard hasNotch else {
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// No special masking required for non safe area devices.
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super.setupConstraints(superview: superview)
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return
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}
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// Our view will be masked therefore the view height needs to cover the notch-height plus the given user-height.
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let height = 2 * Config.smallCircleRadius + Config.largeCircleRadius + self.height
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NSLayoutConstraint.activate([
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gradientActivityIndicatorView.topAnchor.constraint(equalTo: superview.topAnchor),
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gradientActivityIndicatorView.heightAnchor.constraint(equalToConstant: height),
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gradientActivityIndicatorView.leadingAnchor.constraint(equalTo: superview.leadingAnchor),
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gradientActivityIndicatorView.trailingAnchor.constraint(equalTo: superview.trailingAnchor)
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])
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// As we currently only support portrait mode (and no device rotation), we can safely use `bounds.size.width` here.
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let screenWidth = superview.bounds.size.width
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applyNotchMask(for: screenWidth)
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}
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// MARK: - Private methods
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private func applyNotchMask(for screenWidth: CGFloat) {
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// We always center the notch in the middle of the screen.
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let leftNotchPoint = (screenWidth - Config.notchWidth) / 2 + 0.5
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let rightNotchPoint = (screenWidth + Config.notchWidth) / 2
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let smallCircleDiameter: CGFloat = 2 * Config.smallCircleRadius
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let bezierPath = UIBezierPath()
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bezierPath.move(to: CGPoint(x: 0, y: 0))
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// Draw line to small-circle left to `leftNotchPoint`.
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bezierPath.addLineTo(x: leftNotchPoint - Config.smallCircleRadius,
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y: 0)
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// Draw the small circle left to the `leftNotchPoint`.
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// See <https://developer.apple.com/documentation/uikit/uibezierpath/1624358-init#1965853> for the definition of the
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// angles in the default coordinate system.
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bezierPath.addArc(withCenter: CGPoint(x: leftNotchPoint - Config.smallCircleRadius,
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y: Config.smallCircleRadius),
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radius: Config.smallCircleRadius,
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startAngle: -CGFloat.pi / 2,
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endAngle: 0,
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clockwise: true)
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// We're moving the the large-circles a bit closer to the center point.
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// This simulates the "\" and "/" line between the large and the small circles.
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// See: https://medium.com/tall-west/no-cutting-corners-on-the-iphone-x-97a9413b94e
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let horizontalOffsetForLargeCircle: CGFloat = 1
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// Also moving the large-circles up by three points looked way better.
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let verticalOffsetForLargeCircle: CGFloat = 3
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// Draw the large circle right to the `leftNotchPoint`.
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bezierPath.addArc(withCenter: CGPoint(x: leftNotchPoint + Config.largeCircleRadius + horizontalOffsetForLargeCircle,
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y: smallCircleDiameter - verticalOffsetForLargeCircle),
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radius: Config.largeCircleRadius,
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startAngle: CGFloat.pi,
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endAngle: CGFloat.pi / 2,
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clockwise: false)
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// Draw line to large-circle underneath and left to `rightNotchPoint`.
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bezierPath.addLineTo(x: rightNotchPoint - Config.largeCircleRadius,
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y: smallCircleDiameter + Config.largeCircleRadius - verticalOffsetForLargeCircle)
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// Draw the large circle left to the `rightNotchPoint`.
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bezierPath.addArc(withCenter: CGPoint(x: rightNotchPoint - Config.largeCircleRadius - horizontalOffsetForLargeCircle,
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y: smallCircleDiameter - verticalOffsetForLargeCircle),
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radius: Config.largeCircleRadius,
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startAngle: CGFloat.pi / 2,
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endAngle: 0,
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clockwise: false)
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// Draw the small circle right to the `rightNotchPoint`.
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bezierPath.addArc(withCenter: CGPoint(x: rightNotchPoint + Config.smallCircleRadius,
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y: Config.smallCircleRadius),
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radius: Config.smallCircleRadius,
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startAngle: CGFloat.pi,
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endAngle: CGFloat.pi + CGFloat.pi / 2,
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clockwise: true)
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// Draw line to the end of the screen.
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bezierPath.addLineTo(x: screenWidth, y: 0)
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// And all the way back..
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// Therefore we always have to offset the given `height` by the user.
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// As our bezier-path is not perfect, we move it up by one point at the end, so no background is visible between our shape and
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// the frame of the smartphone (see `shapeLayer.position =`). Therefore we have to add one point to the user-height here accordingly.
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let height = self.height + 1
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// Start by moving down at the end of the screen.
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bezierPath.addLineTo(x: screenWidth, y: height)
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// Have the small-circle at the bottom only half of the size, produced visually better results.
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let bottomPathSmallCircleRadius = Config.smallCircleRadius / 2
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// Draw line to small-circle right to `rightNotchPoint`.
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bezierPath.addLineTo(x: rightNotchPoint + bottomPathSmallCircleRadius + height,
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y: height)
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// Draw the small circle right to the `rightNotchPoint`.
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bezierPath.addArc(withCenter: CGPoint(x: rightNotchPoint + bottomPathSmallCircleRadius + height,
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y: bottomPathSmallCircleRadius + height),
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radius: bottomPathSmallCircleRadius,
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startAngle: -CGFloat.pi / 2,
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endAngle: -CGFloat.pi,
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clockwise: false)
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// Draw the large circle left to the `rightNotchPoint`.
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bezierPath.addArc(withCenter: CGPoint(x: rightNotchPoint - Config.largeCircleRadius + height - horizontalOffsetForLargeCircle,
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y: smallCircleDiameter - verticalOffsetForLargeCircle + height),
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radius: Config.largeCircleRadius,
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startAngle: 0,
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endAngle: CGFloat.pi / 2,
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clockwise: true)
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// Draw line to large-circle underneath and right to `leftNotchPoint`.
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bezierPath.addLineTo(x: leftNotchPoint + Config.largeCircleRadius + height,
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y: smallCircleDiameter + Config.largeCircleRadius - verticalOffsetForLargeCircle + height)
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// Draw the large circle right to the `leftNotchPoint`.
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bezierPath.addArc(withCenter: CGPoint(x: leftNotchPoint + Config.largeCircleRadius - height + horizontalOffsetForLargeCircle,
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y: smallCircleDiameter - verticalOffsetForLargeCircle + height),
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radius: Config.largeCircleRadius,
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startAngle: CGFloat.pi / 2,
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endAngle: CGFloat.pi,
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clockwise: true)
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// Draw the small circle left to the `leftNotchPoint`.
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bezierPath.addArc(withCenter: CGPoint(x: leftNotchPoint - bottomPathSmallCircleRadius - height,
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y: bottomPathSmallCircleRadius + height),
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radius: bottomPathSmallCircleRadius,
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startAngle: 0,
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endAngle: -CGFloat.pi / 2,
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clockwise: false)
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// Draw line to the beginning of the screen.
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bezierPath.addLineTo(x: 0, y: height)
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bezierPath.close()
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let shapeLayer = CAShapeLayer()
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shapeLayer.path = bezierPath.cgPath
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if #available(iOS 13.0, *) {
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shapeLayer.cornerCurve = .continuous
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}
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// Our shape is not perfect, therefore we move it up by one point, so no background is visible between our shape and
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// the frame of the smartphone.
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shapeLayer.position = CGPoint(x: 0, y: -1)
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gradientActivityIndicatorView.layer.mask = shapeLayer
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}
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}
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// MARK: - Helpers
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private extension UIBezierPath {
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// swiftlint:disable:next identifier_name
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func addLineTo(x: CGFloat, y: CGFloat) {
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addLine(to: CGPoint(x: x, y: y))
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}
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}
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