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Dactyloidae iOS initial commit
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123
mobile/ios/Client/Frontend/Widgets/ChevronView.swift
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123
mobile/ios/Client/Frontend/Widgets/ChevronView.swift
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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import Foundation
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enum ChevronDirection {
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case left
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case up
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case right
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case down
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}
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enum ChevronStyle {
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case angular
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case rounded
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}
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class ChevronView: UIView {
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fileprivate let Padding: CGFloat = 2.5
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fileprivate var direction = ChevronDirection.right
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fileprivate var lineCapStyle = CGLineCap.round
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fileprivate var lineJoinStyle = CGLineJoin.round
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var lineWidth: CGFloat = 3.0
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var style: ChevronStyle = .rounded {
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didSet {
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switch style {
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case .rounded:
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lineCapStyle = CGLineCap.round
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lineJoinStyle = CGLineJoin.round
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case .angular:
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lineCapStyle = CGLineCap.butt
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lineJoinStyle = CGLineJoin.miter
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}
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}
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}
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init(direction: ChevronDirection) {
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super.init(frame: CGRect.zero)
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self.direction = direction
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if UIApplication.shared.userInterfaceLayoutDirection == .rightToLeft {
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if direction == .left {
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self.direction = .right
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} else if direction == .right {
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self.direction = .left
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}
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}
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self.backgroundColor = UIColor.clear
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self.contentMode = UIViewContentMode.redraw
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}
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required init?(coder aDecoder: NSCoder) {
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fatalError("init(coder:) has not been implemented")
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}
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override func draw(_ rect: CGRect) {
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super.draw(rect)
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let strokeLength = (rect.size.height / 2) - Padding
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let path: UIBezierPath
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switch direction {
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case .left:
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path = drawLeftChevronAt(CGPoint(x: rect.size.width - (strokeLength + Padding), y: strokeLength + Padding), strokeLength: strokeLength)
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case .up:
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path = drawUpChevronAt(CGPoint(x: (rect.size.width - Padding) - strokeLength, y: (strokeLength / 2) + Padding), strokeLength: strokeLength)
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case .right:
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path = drawRightChevronAt(CGPoint(x: rect.size.width - Padding, y: strokeLength + Padding), strokeLength: strokeLength)
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case .down:
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path = drawDownChevronAt(CGPoint(x: (rect.size.width - Padding) - strokeLength, y: (strokeLength * 1.5) + Padding), strokeLength: strokeLength)
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}
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tintColor.set()
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// The line thickness needs to be proportional to the distance from the arrow head to the tips. Making it half seems about right.
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path.lineCapStyle = lineCapStyle
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path.lineJoinStyle = lineJoinStyle
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path.lineWidth = lineWidth
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path.stroke()
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}
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fileprivate func drawUpChevronAt(_ origin: CGPoint, strokeLength: CGFloat) -> UIBezierPath {
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return drawChevron(CGPoint(x: origin.x-strokeLength, y: origin.y+strokeLength),
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head: CGPoint(x: origin.x, y: origin.y),
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rightTip: CGPoint(x: origin.x+strokeLength, y: origin.y+strokeLength))
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}
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fileprivate func drawDownChevronAt(_ origin: CGPoint, strokeLength: CGFloat) -> UIBezierPath {
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return drawChevron(CGPoint(x: origin.x-strokeLength, y: origin.y-strokeLength),
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head: CGPoint(x: origin.x, y: origin.y),
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rightTip: CGPoint(x: origin.x+strokeLength, y: origin.y-strokeLength))
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}
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fileprivate func drawLeftChevronAt(_ origin: CGPoint, strokeLength: CGFloat) -> UIBezierPath {
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return drawChevron(CGPoint(x: origin.x+strokeLength, y: origin.y-strokeLength),
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head: CGPoint(x: origin.x, y: origin.y),
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rightTip: CGPoint(x: origin.x+strokeLength, y: origin.y+strokeLength))
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}
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fileprivate func drawRightChevronAt(_ origin: CGPoint, strokeLength: CGFloat) -> UIBezierPath {
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return drawChevron(CGPoint(x: origin.x-strokeLength, y: origin.y+strokeLength),
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head: CGPoint(x: origin.x, y: origin.y),
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rightTip: CGPoint(x: origin.x-strokeLength, y: origin.y-strokeLength))
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}
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fileprivate func drawChevron(_ leftTip: CGPoint, head: CGPoint, rightTip: CGPoint) -> UIBezierPath {
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let path = UIBezierPath()
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// Left tip
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path.move(to: leftTip)
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// Arrow head
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path.addLine(to: head)
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// Right tip
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path.addLine(to: rightTip)
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return path
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}
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}
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