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IMPushbutton.swift
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IMPushbutton.swift
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import UIKit
import QuartzCore
// MARK: - Delegate Protocol
protocol IMPushButtonDelegate {
func pushbuttonCVCDidChange(IMPushButtonAnimationState: IMPushButtonAnimationState, with touchLocation: CGPoint)
func pushbuttonCVCWasLongPressed(in IMPushButtonAnimationState: IMPushButtonAnimationState, at touchLocation: CGPoint)
}
enum IMPushButtonAnimationState: Double {
case off = 0
case pushOn = 0.3333
case on = 0.6666
case pushOff = 1
}
enum IMPushButtonStyle: Int {
case classic, glow
}
enum IMPushButtonDepth: Int {
case minimal, shallow, medium, deep, extra
}
enum IMPushButton3DStyle: Int {
case none, recessed, extruded
}
class IMPushButton: UIButton, UIGestureRecognizerDelegate {
// MARK: - Private variables
fileprivate let pressRecognizer = UILongPressGestureRecognizer()
fileprivate var currentIMPushButtonAnimationState: IMPushButtonAnimationState = .off
fileprivate var targetIMPushButtonAnimationState: IMPushButtonAnimationState?
fileprivate var currentTouch: UITouch?
fileprivate var currentTouchLocation: CGPoint? {
get {
return currentTouch?.location(in: self)
}
}
fileprivate var overrideDelegate = false
fileprivate var twoSecondsTimer: Timer?
fileprivate var twoSecondsOverride = false
fileprivate var needs3DTouchUpdate = false
fileprivate var hapticFeedback: IMHapticFeedback?
// MARK: - Public settings
var pushbuttonDelegate: IMPushButtonDelegate?
var isSoundEffectEnabled = false
var style = IMPushButtonStyle.classic {
didSet {
updateStyle()
}
}
var isBorderBacklitWhenEnabled: Bool = true {
didSet {
updateStyle()
}
}
var backlightColor = UIColor.yellow {
didSet {
updateStyle()
}
}
var scaleMultiplier: Double = 1.0 {
didSet {
updateStyle()
}
}
var shouldReceiveTouches = true
var isPushbuttonEnabled: Bool {
get {
return (currentIMPushButtonAnimationState != .off)
}
}
var longPressDuration = 2.0
var use3DTouch = true
var useHapticFeedback = true
var useFancyEffects: Bool {
get {
return style == .glow
}
}
// MARK: - View Lifecycle
override func didMoveToSuperview() {
if useFancyEffects { updateStyle() }
use3DTouch = use3DTouch && self.traitCollection.forceTouchCapability == .available
pressRecognizer.minimumPressDuration = 0.0
pressRecognizer.cancelsTouchesInView = true
pressRecognizer.delegate = self
pressRecognizer.addTarget(self, action: #selector(handleTap))
self.addGestureRecognizer(pressRecognizer)
}
override func layoutSubviews() {
super.layoutSubviews()
if useFancyEffects { updateStyle() }
}
// MARK: - Effects & Animation!
fileprivate func updateStyle() {
self.layer.borderWidth = 1
self.layer.borderColor = UIColor.black.cgColor
layer.masksToBounds = false
layer.shadowOpacity = 0.0
layer.shadowColor = backlightColor.cgColor
layer.shadowRadius = 5.0
layer.shadowOffset = CGSize(width: 0.0, height: 0.0)
let shadowScale = CGFloat(0.9*scaleMultiplier)
let shadowSize = self.bounds.size.scaled(by: shadowScale)
let shadowPoint = CGPoint(x: shadowSize.width*0.5*(1-shadowScale), y: shadowSize.height*0.5*(1-shadowScale))
let shadowRect = CGRect(origin: shadowPoint, size: shadowSize)
layer.shadowPath = UIBezierPath(rect: shadowRect).cgPath
}
override func draw(_ rect: CGRect) {
if let target = targetIMPushButtonAnimationState {
if target != currentIMPushButtonAnimationState || needs3DTouchUpdate {
let animationCompletionHandler: (Bool) -> () = {
if $0 {
if (!self.overrideDelegate) {
self.pushbuttonDelegate?.pushbuttonCVCDidChange(IMPushButtonAnimationState: self.currentIMPushButtonAnimationState, with: self.currentTouchLocation!)
} else {
self.overrideDelegate = false
}
if self.currentIMPushButtonAnimationState == .off {
UIView.animate(withDuration: 0.5) {
self.layer.shadowOpacity = 0.0
}
}
}
}
var scale: CGFloat = 1.0
var targetBacklightBrightness: Float = 0.9
if use3DTouch && needs3DTouchUpdate && ((currentIMPushButtonAnimationState == .pushOn) || (currentIMPushButtonAnimationState == .pushOff)) {
if currentIMPushButtonAnimationState == .off {
currentIMPushButtonAnimationState = target
}
if let pressure = self.currentTouch?.force {
scale = CGFloat(min(0.75,max(0.6,(20/3-pressure)/10)+0.1))
}
targetBacklightBrightness = 1.0
needs3DTouchUpdate = false
} else {
switch currentIMPushButtonAnimationState {
case .off:
switch target {
case .pushOn:
scale = CGFloat(0.7 * self.scaleMultiplier)
targetBacklightBrightness = 1.0
break
default:
break
}
break
case .pushOn:
switch target {
case .on:
scale = CGFloat(0.8 * self.scaleMultiplier)
targetBacklightBrightness = 0.9
break
case .off:
scale = 1.0
break
default:
break
}
break
case .on:
switch target {
case .pushOff:
scale = CGFloat(0.7 * self.scaleMultiplier)
targetBacklightBrightness = 1.0
break
case .off:
scale = 1.0
break
default:
break
}
break
case .pushOff:
switch target {
case .off:
scale = 1.0
break
case .on:
scale = CGFloat(0.8 * self.scaleMultiplier)
targetBacklightBrightness = 0.9
break
default:
break
}
break
}
currentIMPushButtonAnimationState = target
targetIMPushButtonAnimationState = nil
}
if !overrideDelegate && useHapticFeedback {
if (currentIMPushButtonAnimationState == .on) || (currentIMPushButtonAnimationState == .off) {
prepareImpactFeedback(heavyImpact: false)
hfImpactOccurred()
}
}
UIView.animate(withDuration: 0.1, delay: 0, options: [.beginFromCurrentState, .curveEaseIn], animations: {
self.self.transform = CGAffineTransform.identity.scaledBy(x: scale, y: scale)
self.layer.shadowOpacity = targetBacklightBrightness
}, completion: animationCompletionHandler)
}
}
super.draw(rect)
}
fileprivate func resetAnimation() {
targetIMPushButtonAnimationState = .off
setNeedsDisplay()
}
// MARK: - Tap handling
func handleTap() {
if pressRecognizer.numberOfTouches == 1 {
switch(pressRecognizer.state) {
case .began:
currentTouch = (pressRecognizer.value(forKey: "touches") as! Array)[0]
twoSecondsTimer?.invalidate()
twoSecondsTimer = Timer.scheduledTimer(timeInterval: longPressDuration, target: self, selector: #selector(longPressed), userInfo: nil, repeats: true)
if currentIMPushButtonAnimationState.rawValue < 0.5 {
targetIMPushButtonAnimationState = .pushOn
} else {
targetIMPushButtonAnimationState = .pushOff
}
if (currentIMPushButtonAnimationState == .pushOn) || (currentIMPushButtonAnimationState == .pushOff) {
prepareImpactFeedback(heavyImpact: false)
}
needs3DTouchUpdate = use3DTouch
setNeedsDisplay()
break
case .changed:
currentTouch = (pressRecognizer.value(forKey: "touches") as! Array)[0]
needs3DTouchUpdate = use3DTouch
setNeedsDisplay()
break
case .ended:
needs3DTouchUpdate = false
currentTouch = (pressRecognizer.value(forKey: "touches") as! Array)[0]
twoSecondsTimer?.invalidate()
twoSecondsTimer = nil
if twoSecondsOverride {
twoSecondsOverride = false
targetIMPushButtonAnimationState = .on
} else {
if currentIMPushButtonAnimationState.rawValue < 0.5 {
targetIMPushButtonAnimationState = .on
} else {
targetIMPushButtonAnimationState = .off
}
}
setNeedsDisplay()
break
default:
currentTouch = nil
twoSecondsTimer?.invalidate()
twoSecondsTimer = nil
resetAnimation()
break
}
}
}
func overrideState(with newIMPushButtonAnimationState: IMPushButtonAnimationState) {
targetIMPushButtonAnimationState = newIMPushButtonAnimationState
overrideDelegate = true
setNeedsDisplay()
}
func longPressed(timer: Timer) {
pushbuttonDelegate?.pushbuttonCVCWasLongPressed(in: currentIMPushButtonAnimationState, at: pressRecognizer.location(in: self))
twoSecondsOverride = true
if useHapticFeedback {
//hfSelectionOccurred()
}
}
// MARK: - UIGestureRecognizerDelegate
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool {
if gestureRecognizer.isEqual(pressRecognizer) {
return false
} else {
return true
}
}
override func gestureRecognizerShouldBegin(_ gestureRecognizer: UIGestureRecognizer) -> Bool {
return shouldReceiveTouches && isUserInteractionEnabled
}
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldReceive touch: UITouch) -> Bool {
let should = shouldReceiveTouches && isUserInteractionEnabled
if should {
currentTouch = touch
}
return should
}
}
// MARK: - Haptic Feedback
fileprivate extension IMPushButton {
fileprivate func prepareImpactFeedback(heavyImpact: Bool) {
if #available(iOS 10, *) {
hapticFeedback = IMHapticFeedback(mode: .impact, strength: heavyImpact ? .strong : .light)
hapticFeedback!.prepareForFeedback()
}
}
fileprivate func hfImpactOccurred() {
if #available(iOS 10, *) {
if hapticFeedback != nil {
hapticFeedback!.triggerFeedback()
}
}
}
}
fileprivate extension CGSize {
func scaled(by scaleFactor: CGFloat) -> CGSize {
return CGSize(width: width * scaleFactor, height: height * scaleFactor)
}
}