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			201 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			Swift
		
	
			
		
		
	
	
			201 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			Swift
		
	
//  Copyright (c) 2019 Open Whisper Systems. All rights reserved.
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import UIKit
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import SignalCoreKit
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import SessionUtilitiesKit
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public struct ImageEditorPinchState {
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    public let centroid: CGPoint
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    public let distance: CGFloat
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    public let angleRadians: CGFloat
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    init(centroid: CGPoint,
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         distance: CGFloat,
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         angleRadians: CGFloat) {
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        self.centroid = centroid
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        self.distance = distance
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        self.angleRadians = angleRadians
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    }
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    static var empty: ImageEditorPinchState {
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        return ImageEditorPinchState(centroid: .zero, distance: 1.0, angleRadians: 0)
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    }
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}
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// This GR:
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//
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// * Tries to fail quickly to avoid conflicts with other GRs, especially pans/swipes.
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// * Captures a bunch of useful "pinch state" that makes using this GR much easier
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//   than UIPinchGestureRecognizer.
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public class ImageEditorPinchGestureRecognizer: UIGestureRecognizer {
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    public weak var referenceView: UIView?
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    public var pinchStateStart = ImageEditorPinchState.empty
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    public var pinchStateLast = ImageEditorPinchState.empty
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    // MARK: - Touch Handling
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    private var gestureBeganLocation: CGPoint?
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    private func failAndReset() {
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        state = .failed
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        gestureBeganLocation = nil
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    }
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    @objc
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    public override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent) {
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        super.touchesBegan(touches, with: event)
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        if state == .possible {
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            if gestureBeganLocation == nil {
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                gestureBeganLocation = centroid(forTouches: event.allTouches)
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            }
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            switch touchState(for: event) {
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            case .possible:
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                // Do nothing
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                break
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            case .invalid:
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                failAndReset()
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            case .valid(let pinchState):
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                state = .began
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                pinchStateStart = pinchState
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                pinchStateLast = pinchState
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            }
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        } else {
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            failAndReset()
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        }
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    }
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    @objc
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    public override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent) {
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        super.touchesMoved(touches, with: event)
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        switch state {
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        case .began, .changed:
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            switch touchState(for: event) {
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            case .possible:
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                if let gestureBeganLocation = gestureBeganLocation {
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                    let location = centroid(forTouches: event.allTouches)
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                    // If the initial touch moves too much without a second touch,
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                    // this GR needs to fail - the gesture looks like a pan/swipe/etc.,
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                    // not a pinch.
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                    let distance = CGPointDistance(location, gestureBeganLocation)
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                    let maxDistance: CGFloat = 10.0
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                    guard distance <= maxDistance else {
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                        failAndReset()
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                        return
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                    }
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                }
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                // Do nothing
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                break
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            case .invalid:
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                failAndReset()
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            case .valid(let pinchState):
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                state = .changed
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                pinchStateLast = pinchState
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            }
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        default:
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            failAndReset()
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        }
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    }
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    @objc
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    public override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent) {
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        super.touchesEnded(touches, with: event)
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        switch state {
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        case .began, .changed:
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            switch touchState(for: event) {
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            case .possible:
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                failAndReset()
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            case .invalid:
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                failAndReset()
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            case .valid(let pinchState):
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                state = .ended
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                pinchStateLast = pinchState
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            }
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        default:
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            failAndReset()
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        }
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    }
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    @objc
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    public override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent) {
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        super.touchesCancelled(touches, with: event)
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        state = .cancelled
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    }
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    public enum TouchState {
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        case possible
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        case valid(pinchState : ImageEditorPinchState)
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        case invalid
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    }
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    private func touchState(for event: UIEvent) -> TouchState {
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        guard let allTouches = event.allTouches else {
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            owsFailDebug("Missing allTouches")
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            return .invalid
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        }
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        // Note that we use _all_ touches.
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        if allTouches.count < 2 {
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            return .possible
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        }
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        guard let pinchState = pinchState() else {
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            return .invalid
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        }
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        return .valid(pinchState:pinchState)
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    }
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    private func pinchState() -> ImageEditorPinchState? {
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        guard let referenceView = referenceView else {
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            owsFailDebug("Missing view")
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            return nil
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        }
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        guard numberOfTouches == 2 else {
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            return nil
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        }
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        // We need the touch locations _with a stable ordering_.
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        // The only way to ensure the ordering is to use location(ofTouch:in:).
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        let location0 = location(ofTouch: 0, in: referenceView)
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        let location1 = location(ofTouch: 1, in: referenceView)
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        let centroid = CGPointScale(CGPointAdd(location0, location1), 0.5)
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        let distance = CGPointDistance(location0, location1)
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        // The valence of the angle doesn't matter; we're only going to be using
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        // changes to the angle.
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        let delta = CGPointSubtract(location1, location0)
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        let angleRadians = atan2(delta.y, delta.x)
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        return ImageEditorPinchState(centroid: centroid,
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                                     distance: distance,
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                                     angleRadians: angleRadians)
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    }
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    private func centroid(forTouches touches: Set<UITouch>?) -> CGPoint {
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        guard let view = self.view else {
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            owsFailDebug("Missing view")
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            return .zero
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        }
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        guard let touches = touches else {
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            return .zero
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        }
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        guard touches.count > 0 else {
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            return .zero
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        }
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        var sum = CGPoint.zero
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        for touch in touches {
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            let location = touch.location(in: view)
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            sum = CGPointAdd(sum, location)
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        }
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        let centroid = CGPointScale(sum, 1 / CGFloat(touches.count))
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        return centroid
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    }
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}
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