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import Foundation import UIKit class CurveText: UIView, UIGestureRecognizerDelegate, UITextViewDelegate { var tf = UITextView() private let shadowLayer = CALayer() private let textLayer = CALayer() private let defaultTextViewLeftInset = CGFloat(5) private let defaultTextViewRightInset = CGFloat(5) var curvePattern = (CGPoint(x: 0, y: 0), CGPoint(x: 90, y: 50), CGPoint(x: 180, y: 0)) { didSet { curve = curvePattern setNeedsLayout() } } var curve = (CGPoint(x: 0, y: 0), CGPoint(x: 90, y: 50), CGPoint(x: 180, y: 0)) var min = CGFloat(20) { didSet { setNeedsLayout() } } var max = CGFloat(40) { didSet { setNeedsLayout() } } var maxPosition: CGFloat = 0 { didSet { setNeedsLayout() } } // 0...1 let minCharsForStartCalculating = 3 var textColor = UIColor.white { didSet { setNeedsDisplay() } } var shadowOffset = CGPoint(x: 1, y: 0) { didSet { setNeedsDisplay() } } var shadowBlur = CGFloat(0) { didSet { setNeedsDisplay() } } var shadowWeight = CGFloat(1) { didSet { setNeedsDisplay() } } var shadowColor = UIColor.black { didSet { setNeedsDisplay() } } var text: String = "Psssh" { didSet { setNeedsLayout() } } var font: UIFont = UIFont.systemFont(ofSize: 1) { didSet { setNeedsLayout() } } func update() { let newString = self.text let attrStr = NSMutableAttributedString(string: newString) attrStr.addAttributes([ NSForegroundColorAttributeName: UIColor.red.withAlphaComponent(0), NSKernAttributeName: 0 ], range: NSRange(location: 0, length: attrStr.length)) for (index, _) in newString.characters.enumerated() { let base = CGFloat([newString.characters.count, minCharsForStartCalculating].max()!) - 1 var radius: CGFloat radius = [1 - maxPosition, maxPosition][base * maxPosition - CGFloat(index) < 0 ? 0 : 1] //radius = [1 - maxPosition, maxPosition].max()! radius = [1, radius * base].max()! let koef = abs(base * maxPosition - CGFloat(index)) / radius let fontSize = CGFloat(Int(CGFloat(max - min) * (1 - koef) + CGFloat(min) * 5) / 5) //let fontSize = CGFloat((1 - CGFloat(index) / CGFloat(newValue.characters.count)) * (CGFloat(max) - CGFloat(min)) + CGFloat(min)) let font = self.font.withSize(fontSize) attrStr.addAttribute(NSFontAttributeName, value: font, range: NSRange(location: index, length: 1)) } let l = length(CGPoint(x: curve.0.x, y: 0), CGPoint(x: curve.2.x, y: 0)) if newString.count >= minCharsForStartCalculating || l <= 10 { curve.2 = interpolate(curve.0, curve.2, attrStr.size().width / l) curve.1 = interpolate(curve.0, curve.1, attrStr.size().width / l) } var baselineGlobalOffset: CGFloat = 0 var currentXPosition = CGFloat(0) for (index, char) in newString.characters.enumerated() { let charAttrs = attrStr.attributes(at: index, effectiveRange: nil) let font = charAttrs[NSFontAttributeName] as! UIFont let charSize = NSString(string: String(char)).size(attributes: charAttrs) let baselineOffset = -(quadraticBezier(curve, rootsQuadraticBezier(curve, currentXPosition + charSize.width / 2).0).y) baselineGlobalOffset = [font.ascender + [baselineOffset, 0].max()!, baselineGlobalOffset].max()! attrStr.addAttribute(NSBaselineOffsetAttributeName, value: baselineOffset, range: NSRange(location: index, length: 1)) currentXPosition += charSize.width var unichars = [UniChar](String(char).utf16) var glyphs = [CGGlyph](repeating: 0, count: unichars.count) var boundingRects = [CGRect](repeating: .zero, count: unichars.count) var advances = [CGSize](repeating: .zero, count: unichars.count) let gotGlyphs = CTFontGetGlyphsForCharacters(font, &unichars, &glyphs, unichars.count) let _ = CTFontGetBoundingRectsForGlyphs(font as CTFont, .horizontal, glyphs, &boundingRects, unichars.count) let _ = CTFontGetAdvancesForGlyphs(font as CTFont, .horizontal, glyphs, &advances, unichars.count) attrStr.addAttribute("advance", value: advances.first!, range: NSRange(location: index, length: 1)) attrStr.addAttribute("boundingRect", value: boundingRects.first!, range: NSRange(location: index, length: 1)) attrStr.addAttribute("glyph", value: glyphs.first!, range: NSRange(location: index, length: 1)) if gotGlyphs { for glyph in glyphs { var matrix = CGAffineTransform.identity if let path = CTFontCreatePathForGlyph(font as CTFont, glyph, &matrix) { attrStr.addAttribute("path", value: path, range: NSRange(location: index, length: 1)) } } } } let selection = tf.selectedTextRange tf.attributedText = attrStr tf.selectedTextRange = selection tf.bounds.size = attrStr.size() tf.frame.origin.y = -baselineGlobalOffset tf.frame.origin.x = 0 tf.frame = tf.frame.insetBy(dx: -(defaultTextViewLeftInset + defaultTextViewRightInset) / 2, dy: 0) } private func updateVector(_ attrStr: NSMutableAttributedString) { let glyphsPath = CGMutablePath() var advancesSum = CGFloat(0) for (index, _) in self.text.enumerated() { // let font = attrStr.attribute(NSFontAttributeName, at: index, effectiveRange: nil) as! UIFont let baselineOffset = attrStr.attribute(NSBaselineOffsetAttributeName, at: index, effectiveRange: nil) as! CGFloat let kern = attrStr.attribute(NSKernAttributeName, at: index, effectiveRange: nil) as? CGFloat ?? 0 let boundingRect = attrStr.attribute("boundingRect", at: index, effectiveRange: nil) as! CGRect let advance = attrStr.attribute("advance", at: index, effectiveRange: nil) as! CGSize //let glyph = attrStr.attribute("glyph", at: index, effectiveRange: nil) as! CGGlyph let path = attrStr.attribute("path", at: index, effectiveRange: nil) as! CGPath? var prevBaseline: CGFloat? = nil var prevAdvance: CGSize? = nil if 0..<self.text.count ~= (index - 1) { prevBaseline = attrStr.attribute(NSBaselineOffsetAttributeName, at: index - 1, effectiveRange: nil) as? CGFloat prevAdvance = attrStr.attribute("advance", at: index - 1, effectiveRange: nil) as? CGSize } var nextBaseline: CGFloat? = nil if 0..<self.text.count ~= (index + 1) { prevBaseline = attrStr.attribute(NSBaselineOffsetAttributeName, at: index + 1, effectiveRange: nil) as? CGFloat } var angle = CGFloat(0) let point1: CGPoint let point2: CGPoint if let prevBaseline = prevBaseline, let prevAdvance = prevAdvance { point1 = CGPoint(x: advancesSum - prevAdvance.width / 2, y: prevBaseline) point2 = CGPoint(x: advancesSum + advance.width / 2, y: -baselineOffset) } else { point1 = CGPoint(x: curve.0.x, y: curve.0.y) point2 = CGPoint(x: advancesSum + advance.width / 2, y: -baselineOffset) } angle = CGFloat(atan2(Double(point2.y - point1.y), Double(point2.x - point1.x))) + CGFloat.pi / 2 if let path = path { let matrix = CGAffineTransform.identity.translatedBy(x: advancesSum, y: -baselineOffset).scaledBy(x: 1, y: -1).rotated(by: angle) glyphsPath.addPath(path, transform: matrix) let rect = CGMutablePath() var copyMatrix = matrix.rotated(by: angle * 2) let copyPath = path.copy(using: ©Matrix)! rect.addRect(copyPath.boundingBoxOfPath) glyphsPath.addPath(rect) } advancesSum += advance.width + kern } shadowLayer.sublayers?.forEach{ $0.removeFromSuperlayer() } if shadowWeight > 0 { let shadowSprite = CALayer() let strokeLayer = CAShapeLayer() strokeLayer.strokeColor = UIColor.black.cgColor strokeLayer.lineWidth = shadowWeight * 2 strokeLayer.lineCap = kCALineCapRound strokeLayer.lineJoin = kCALineJoinRound strokeLayer.path = glyphsPath strokeLayer.lineDashPattern = [NSNumber(floatLiteral: Double.infinity), 0] shadowSprite.addSublayer(strokeLayer) let fillLayer = CAShapeLayer() fillLayer.fillColor = UIColor.black.cgColor fillLayer.path = glyphsPath shadowSprite.addSublayer(fillLayer) shadowSprite.shadowColor = shadowColor.cgColor let dropCoord = CGFloat(1000) shadowSprite.shadowOffset = CGSize(width: self.shadowOffset.x + dropCoord, height: self.shadowOffset.y) shadowSprite.shadowRadius = self.shadowBlur shadowSprite.shadowOpacity = 1 shadowSprite.frame.origin.x -= dropCoord shadowLayer.addSublayer(shadowSprite) } let textShape = CAShapeLayer() textShape.fillColor = textColor.cgColor textShape.path = glyphsPath textLayer.sublayers?.forEach{ $0.removeFromSuperlayer() } textLayer.addSublayer(textShape) let lineShape = CAShapeLayer() lineShape.strokeColor = UIColor.black.cgColor lineShape.lineWidth = 1 lineShape.fillColor = nil let linePath = CGMutablePath() linePath.move(to: curve.0) linePath.addQuadCurve(to: curve.2, control: curve.1) lineShape.path = linePath textLayer.addSublayer(lineShape) self.textLayer.removeAllAnimations() self.shadowLayer.removeAllAnimations() } override init(frame: CGRect) { super.init(frame: frame) } override func point(inside point: CGPoint, with event: UIEvent?) -> Bool { return self.frame.contains(point) || self.tf.frame.contains(point) } convenience init() { self.init(frame: .zero) self.backgroundColor = .white tf.delegate = self tf.backgroundColor = nil tf.textContainerInset = .zero tf.isScrollEnabled = false tf.scrollIndicatorInsets = .zero tf.showsVerticalScrollIndicator = false tf.showsHorizontalScrollIndicator = false tf.clipsToBounds = false self.addSubview(tf) self.layer.insertSublayer(shadowLayer, at: 0) self.layer.insertSublayer(textLayer, at: 1) // let shape = CAShapeLayer() // // shape.lineWidth = 1 // shape.lineCap = kCALineCapRound // shape.fillColor = nil // shape.strokeColor = UIColor.black.cgColor // self.layer.insertSublayer(shape, at: 2) // // var angle = CGFloat(1); // Timer.scheduledTimer(withTimeInterval: 1 / 60, repeats: true, block: { // _ in // // angle -= 0.04 // if angle < -0.5 { // //return // } // let path = CGMutablePath() // path.move(to: self.curve.0) // path.addQuadCurve(to: self.curve.2, control: self.curve.1) // self.curve.1.y += sin(angle) * 3 // //self.curve.2.y -= sin(angle) / 4 // self.curve.0.y -= sin(angle) / 4 // self.text = (self.text + "") // self.setNeedsDisplay() // // shape.path = path // }) } override func draw(_ rect: CGRect) { updateVector(NSMutableAttributedString(attributedString: tf.attributedText)) } override func layoutSubviews() { update() setNeedsDisplay() } func textViewDidChange(_ textView: UITextView) { self.text = textView.text } required init?(coder aDecoder: NSCoder) { fatalError("init(coder:) has not been implemented") } } func pointAtBrokenLine(_ points: [CGPoint], position: CGFloat) -> (CGPoint, CGPoint)? { var sumLength: CGFloat = 0 guard points.count > 1 else { return nil } guard position > 0 else { return (points[0], halfVec(points[1], points[0], points[1])) } var prevPoint: CGPoint = points.first! for i in 1..<points.count { let point = points[i] let len = length(prevPoint, point) if sumLength + len == position || i == points.count - 1 && (position - sumLength - len < CGFloat.ulpOfOne * CGFloat(points.count)) { let nextPoint = i < points.count - 1 ? points[i + 1] : prevPoint if (nextPoint != prevPoint) { return (point, CGPoint(x: (point.x - prevPoint.x) / len, y: (point.y - prevPoint.y) / len)) } return (point, halfVec(prevPoint, point, nextPoint)) } if sumLength + len > position { return (interpolate(prevPoint, point, (position - sumLength) / len), CGPoint(x: -(prevPoint.y - point.y) / len, y: (prevPoint.x - point.x) / len )) } sumLength += len prevPoint = point } return nil } func halfVec(_ p1: CGPoint, _ p2: CGPoint, _ p3: CGPoint) -> CGPoint { var halfPoint = CGPoint( x: (p1.x - p2.x) + (p1.x - p3.x), y: (p1.y - p2.y) + (p1.y - p3.y) ) if skewProduct(sub(p1, p2), sub(p2, p3)) >= 0 { halfPoint.x *= -1 halfPoint.y *= -1 } let len = length(halfPoint, p2) halfPoint.x /= len halfPoint.y /= len return halfPoint } func quadraticBezierToBrokenLine(_ points: (CGPoint, CGPoint, CGPoint), quality: CGFloat = 1) -> [CGPoint] { guard CGFloat.ulpOfOne...1 ~= quality else { return [points.0, points.1, points.2] } let step = (1 / quality) / (length(points.0, points.1) + length(points.1, points.2)) return stride(from: 0, to: 1, by: step).map{ return quadraticBezier(points, $0) } + [points.2] } func rootsQuadraticBezier(_ points: (CGPoint, CGPoint, CGPoint), _ x: CGFloat) -> (CGFloat, CGFloat) { let a = [points.2.x - points.1.x * 2 + points.0.x, 1].max()! let b = 2 * (points.1.x - points.0.x) let c = points.0.x - x let d = b * b - 4 * a * c return ( (-b + sqrt(d)) / (2 * a), (-b - sqrt(d)) / (2 * a) ) } func rootLine(_ points: (CGPoint, CGPoint), _ x: CGFloat) -> CGFloat { return (x - points.0.x) / (points.1.x - points.0.x) } func quadraticBezier(_ points: (CGPoint, CGPoint, CGPoint), _ t: CGFloat) -> CGPoint { return CGPoint(x: quadraticBezier((points.0.x, points.1.x, points.2.x), t), y: quadraticBezier((points.0.y, points.1.y, points.2.y), t)) } func quadraticBezier(_ points: (CGFloat, CGFloat, CGFloat), _ t: CGFloat) -> CGFloat { return points.0 + t * (t * (points.2 - points.1 * 2 + points.0) + 2 * (points.1 - points.0)); } func skewProduct(_ p1: CGPoint, _ p2: CGPoint) -> CGFloat { return p1.x * p2.y - p2.x * p1.y } func sub(_ p1: CGPoint, _ p2: CGPoint) -> CGPoint { return CGPoint(x: p1.x - p2.x, y: p1.y - p2.y) } func add(_ p1: CGPoint, _ p2: CGPoint) -> CGPoint { return CGPoint(x: p1.x + p2.x, y: p1.y + p2.y) } func length(_ points: [CGPoint]) -> CGFloat? { guard points.count > 1 else { return nil } return points.reduce((points.first!, CGFloat(0)), { return ($1, $0.1 + length($0.0, $1)) }).1 } func length(_ p1: CGPoint, _ p2: CGPoint) -> CGFloat { return length(CGPoint(x: p2.x - p1.x, y: p2.y - p1.y)) } func length(_ p: CGPoint) -> CGFloat { return (p.x * p.x + p.y * p.y).squareRoot() } func interpolate(_ p1: CGPoint, _ p2: CGPoint, _ t: CGFloat) -> CGPoint { return CGPoint(x: (p2.x - p1.x) * t + p1.x, y: (p2.y - p1.y) * t + p1.y) }
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