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SDSegmentedControl.m
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SDSegmentedControl.m
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//
// SDSegmentedControl.m
// Created by Olivier Poitrey on 22/09/12.
// Contributed by Marius Rackwitz on 19/10/12
//
#ifdef NSFoundationVersionNumber_iOS_6_1
#define SD_IS_IOS7 (floor(NSFoundationVersionNumber) > NSFoundationVersionNumber_iOS_6_1)
#else
#define SD_IS_IOS7 NO
#endif
#import "SDSegmentedControl.h"
#import <QuartzCore/QuartzCore.h>
#pragma mark - Constants
const NSTimeInterval kSDSegmentedControlDefaultDuration = 0.2;
const CGFloat kSDSegmentedControlArrowSize = 6.5;
const CGFloat kSDSegmentedControlInterItemSpace = 30.0;
const UIEdgeInsets kSDSegmentedControlStainEdgeInsets = {-2, -16, -4, -16};
const CGSize kSDSegmentedControlImageSize = {18, 18};
const CGFloat kSDSegmentedControlScrollOffset = 20;
@interface SDSegmentView (Private)
- (CGRect)innerFrame;
@end
@interface SDSegmentedControl ()
@property (strong, nonatomic) NSMutableArray *_items;
@property (strong, nonatomic) UIView *_selectedStainView;
@end
@implementation SDSegmentedControl
{
NSInteger _selectedSegmentIndex;
NSInteger _lastSelectedSegmentIndex;
CAShapeLayer *_borderBottomLayer;
BOOL _isScrollingBySelection;
void (^lastCompletionBlock)();
}
+ (Class)layerClass
{
return CAShapeLayer.class;
}
- (id)init
{
if ((self = [super init]))
{
[self commonInit];
}
return self;
}
- (id)initWithItems:(NSArray *)items
{
if ((self = [self init]))
{
[items enumerateObjectsUsingBlock:^(id title, NSUInteger idx, BOOL *stop)
{
[self insertSegmentWithTitle:title atIndex:idx animated:NO];
}];
}
return self;
}
- (void)awakeFromNib
{
[self commonInit];
_selectedSegmentIndex = super.selectedSegmentIndex;
for (NSInteger i = 0; i < super.numberOfSegments; i++)
{
[self insertSegmentWithTitle:[super titleForSegmentAtIndex:i] atIndex:i animated:NO];
}
[super removeAllSegments];
}
- (void)commonInit
{
// Default height
CGRect frame = self.frame;
frame.size.height = 43;
self.frame = frame;
// Init properties
_lastSelectedSegmentIndex = UISegmentedControlNoSegment;
_selectedSegmentIndex = UISegmentedControlNoSegment;
_arrowHeightFactor = -1.0;
_arrowPosition = SDSegmentedArrowPositionBottom;
_interItemSpace = kSDSegmentedControlInterItemSpace;
_stainEdgeInsets = kSDSegmentedControlStainEdgeInsets;
__items = NSMutableArray.new;
// Appearance properties
_animationDuration = kSDSegmentedControlDefaultDuration;
_arrowSize = kSDSegmentedControlArrowSize;
self.autoresizingMask = UIViewAutoresizingFlexibleWidth;
// Reset UIKit original widget
[self.subviews makeObjectsPerformSelector:@selector(removeFromSuperview)];
// Init layer
self.layer.backgroundColor = UIColor.clearColor.CGColor;
if (!SD_IS_IOS7)
{
self.backgroundColor = [UIColor colorWithRed:0.961 green:0.961 blue:0.961 alpha:1];
self.shadowColor = UIColor.blackColor;
self.shadowRadius = .8;
self.shadowOpacity = .6;
self.shadowOffset = CGSizeMake(0, 1);
}
else
{
self.backgroundColor = [UIColor clearColor];
}
// Init border bottom layer
[self.layer addSublayer:_borderBottomLayer = CAShapeLayer.layer];
if (!SD_IS_IOS7)
{
self.borderColor = UIColor.whiteColor;
self.borderWidth = .5;
}
else
{
self.borderColor = UIColor.blackColor;
self.borderWidth = .25;
}
_borderBottomLayer.fillColor = nil;
// Init scrollView
[self addSubview:_scrollView = UIScrollView.new];
_scrollView.delegate = self;
_scrollView.scrollsToTop = NO;
_scrollView.backgroundColor = UIColor.clearColor;
_scrollView.showsHorizontalScrollIndicator = NO;
_scrollView.showsVerticalScrollIndicator = NO;
// Init stain view
[_scrollView addSubview:self._selectedStainView = SDStainView.new];
}
- (UIColor *)backgroundColor
{
return [UIColor colorWithCGColor:((CAShapeLayer *)self.layer).fillColor];
}
- (void)setBackgroundColor:(UIColor *)backgroundColor
{
((CAShapeLayer *)self.layer).fillColor = backgroundColor.CGColor;
}
- (UIColor *)shadowColor
{
return [UIColor colorWithCGColor:self.layer.shadowColor];
}
- (void)setShadowColor:(UIColor *)color
{
self.layer.shadowColor = color.CGColor;
}
- (CGFloat)shadowRadius
{
return self.layer.shadowRadius;
}
- (void)setShadowRadius:(CGFloat)shadowRadius
{
self.layer.shadowRadius = shadowRadius;
}
- (CGFloat)shadowOpacity
{
return self.layer.shadowOpacity;
}
- (void)setShadowOpacity:(CGFloat)shadowOpacity
{
self.layer.shadowOpacity = shadowOpacity;
}
- (CGSize)shadowOffset
{
return self.layer.shadowOffset;
}
- (void)setShadowOffset:(CGSize)shadowOffset
{
self.layer.shadowOffset = shadowOffset;
}
- (CGFloat)borderWidth
{
return _borderBottomLayer.lineWidth;
}
- (void)setBorderWidth:(CGFloat)borderWidth
{
_borderBottomLayer.lineWidth = borderWidth;
}
- (UIColor *)borderColor
{
return [UIColor colorWithCGColor:_borderBottomLayer.strokeColor];
}
- (void)setBorderColor:(UIColor *)borderColor
{
_borderBottomLayer.strokeColor = borderColor.CGColor;
}
- (void)setTitleFont:(UIFont *)titleFont
{
_titleFont = titleFont;
for (int i = 0; i < self._items.count; i++)
{
SDSegmentView *segmentView = (SDSegmentView *)self._items[i];
segmentView.titleFont = titleFont;
}
}
- (void)setSelectedTitleFont:(UIFont *)selectedTitleFont
{
_selectedTitleFont = selectedTitleFont;
for (int i = 0; i < self._items.count; i++)
{
SDSegmentView *segmentView = (SDSegmentView *)self._items[i];
segmentView.selectedTitleFont = selectedTitleFont;
}
}
#pragma mark - UIKit API
- (void)insertSegmentWithImage:(UIImage *)image atIndex:(NSUInteger)index animated:(BOOL)animated
{
[self insertSegmentWithTitle:nil image:image atIndex:index animated:animated];
}
- (UIImage *)imageForSegmentAtIndex:(NSUInteger)index
{
return [[self segmentAtIndex:index] imageForState:UIControlStateNormal];
}
- (void)setImage:(UIImage *)image forSegmentAtIndex:(NSUInteger)index
{
SDSegmentView* segmentView = [self segmentAtIndex:index];
[segmentView setImage:image forState:UIControlStateNormal];
[segmentView sizeToFit];
[self setNeedsLayout];
}
- (void)setTitle:(NSString *)title forSegmentAtIndex:(NSUInteger)index
{
index = MAX(MIN(index, self.numberOfSegments - 1), 0);
UIButton *segmentView = self._items[index];
[segmentView setTitle:title forState:UIControlStateNormal];
[segmentView sizeToFit];
[self setNeedsLayout];
}
- (NSString *)titleForSegmentAtIndex:(NSUInteger)index
{
index = MAX(MIN(index, self.numberOfSegments - 1), 0);
UIButton *segmentView = self._items[index];
return [segmentView titleForState:UIControlStateNormal];
}
- (void)insertSegmentWithTitle:(NSString *)title atIndex:(NSUInteger)index animated:(BOOL)animated
{
[self insertSegmentWithTitle:title image:nil atIndex:index animated:animated];
}
- (void)removeSegmentAtIndex:(NSUInteger)index animated:(BOOL)animated
{
if (self._items.count == 0) return;
index = MAX(MIN(index, self.numberOfSegments - 1), 0);
UIView *segmentView = self._items[index];
[self._items removeObject:segmentView];
if (self.selectedSegmentIndex >= 0)
{
BOOL changed = NO;
if (self._items.count == 1)
{
// Deselect if there is no item
self.selectedSegmentIndex = UISegmentedControlNoSegment;
changed = YES;
}
else if (self.selectedSegmentIndex == index)
{
// Inform that the old value doesn't exist anymore
changed = YES;
self.selectedSegmentIndex = [self firstEnabledSegmentIndexNearIndex:self.selectedSegmentIndex];
}
else if (self.selectedSegmentIndex > index)
{
self.selectedSegmentIndex = [self firstEnabledSegmentIndexNearIndex:self.selectedSegmentIndex - 1];
}
// It is important to set both, this will fix the animation.
_lastSelectedSegmentIndex = self.selectedSegmentIndex;
if (changed)
{
[self sendActionsForControlEvents:UIControlEventValueChanged];
}
}
if (animated)
{
[UIView animateWithDuration:.4 animations:^
{
segmentView.alpha = 0;
[self layoutSegments];
}
completion:^(BOOL finished)
{
[segmentView removeFromSuperview];
}];
}
else
{
[segmentView removeFromSuperview];
[self setNeedsLayout];
}
}
- (void)removeAllSegments
{
[self._items makeObjectsPerformSelector:@selector(removeFromSuperview)];
[self._items removeAllObjects];
self.selectedSegmentIndex = UISegmentedControlNoSegment;
[self setNeedsLayout];
}
- (NSUInteger)numberOfSegments
{
return self._items.count;
}
- (void)setEnabled:(BOOL)enabled forSegmentAtIndex:(NSUInteger)index
{
[self segmentAtIndex:index].enabled = enabled;
if (index == self.selectedSegmentIndex)
{
self.selectedSegmentIndex = [self firstEnabledSegmentIndexNearIndex:index];
}
}
- (BOOL)isEnabledForSegmentAtIndex:(NSUInteger)index
{
return [self segmentAtIndex:index].enabled;
}
- (void)setSelectedSegmentIndex:(NSInteger)selectedSegmentIndex
{
if (_selectedSegmentIndex != selectedSegmentIndex)
{
if (selectedSegmentIndex >= (NSInteger)self._items.count)
{
selectedSegmentIndex = self._items.count - 1;
}
_lastSelectedSegmentIndex = _selectedSegmentIndex;
_selectedSegmentIndex = selectedSegmentIndex;
[self setNeedsLayout];
}
}
- (NSInteger)selectedSegmentIndex
{
return _selectedSegmentIndex;
}
- (void)setWidth:(CGFloat)width forSegmentAtIndex:(NSUInteger)index
{
SDSegmentView *segmentView = [self segmentAtIndex:index];
CGRect frame = segmentView.frame;
frame.size.width = width;
segmentView.frame = frame;
[self setNeedsLayout];
}
- (CGFloat)widthForSegmentAtIndex:(NSUInteger)index
{
return CGRectGetWidth([self segmentAtIndex:index].frame);
}
# pragma mark - Private
- (void)insertSegmentWithTitle:(NSString *)title image:(UIImage *)image atIndex:(NSUInteger)index animated:(BOOL)animated
{
SDSegmentView *segmentView = SDSegmentView.new;
[segmentView addTarget:self action:@selector(handleSelect:) forControlEvents:UIControlEventTouchUpInside];
segmentView.alpha = 0;
[segmentView setTitle:title forState:UIControlStateNormal];
[segmentView setImage:image forState:UIControlStateNormal];
[segmentView setTitleFont:self.titleFont];
[segmentView setSelectedTitleFont:self.selectedTitleFont];
[segmentView sizeToFit];
index = MAX(MIN(index, self.numberOfSegments), 0);
if (index < self._items.count)
{
segmentView.center = ((UIView *)self._items[index]).center;
[self.scrollView insertSubview:segmentView belowSubview:self._items[index]];
[self._items insertObject:segmentView atIndex:index];
}
else
{
segmentView.center = self.center;
[self.scrollView addSubview:segmentView];
[self._items addObject:segmentView];
}
if (self.selectedSegmentIndex >= index && self.selectedSegmentIndex + 1 < self._items.count)
{
self.selectedSegmentIndex++;
}
_lastSelectedSegmentIndex = self.selectedSegmentIndex;
if (animated)
{
[UIView animateWithDuration:.4 animations:^
{
[self layoutSegments];
}];
}
else
{
[self setNeedsLayout];
}
}
- (NSInteger)firstEnabledSegmentIndexNearIndex:(NSUInteger)index
{
// Select the first enabled segment
for (int i = index; i < self._items.count; i++)
{
if (((SDSegmentView *)self._items[i]).enabled)
{
return i;
}
}
for (int i = index; i >= 0; i--)
{
if (((SDSegmentView *)self._items[i]).enabled)
{
return i;
}
}
return UISegmentedControlNoSegment;
}
- (SDSegmentView *)segmentAtIndex:(NSUInteger)index
{
NSParameterAssert(index >= 0 && index < self._items.count);
return self._items[index];
}
- (void)willMoveToSuperview:(UIView *)newSuperview
{
CGRect frame = self.frame;
if (frame.size.height == 0)
{
frame.size.height = 43;
}
if (frame.size.width == 0)
{
frame.size.width = CGRectGetWidth(newSuperview.bounds);
}
}
// Layout Needed when switching from and to the View embedding an SDSegmentedControl using a Tab Bar
- (void)willMoveToWindow:(UIWindow *)newWindow {
[super willMoveToWindow:newWindow];
[self setNeedsLayout];
}
- (void)setArrowSize:(CGFloat)arrowSize
{
_arrowSize = arrowSize;
[self setNeedsLayout];
}
-(void)setArrowPosition:(SDSegmentedArrowPosition)arrowPosition
{
_arrowPosition = arrowPosition;
[self setNeedsLayout];
}
- (void)setArrowHeightFactor:(CGFloat)arrowHeightFactor
{
_arrowHeightFactor = arrowHeightFactor;
[self setNeedsLayout];
}
- (void)layoutSubviews
{
self.scrollView.frame = self.bounds;
[self layoutSegments];
}
- (void)layoutSegments
{
CGFloat totalItemWidth = 0;
for (SDSegmentView *item in self._items)
{
totalItemWidth += CGRectGetWidth(item.bounds);
}
CGFloat totalWidth = (totalItemWidth + (self.interItemSpace * (self.numberOfSegments - 1)));
// Apply total to scrollView
__block CGFloat currentItemPosition = 0;
CGSize contentSize = self.scrollView.contentSize;
if (totalWidth > self.bounds.size.width)
{
// We must scroll, so add an offset
totalWidth += 2 * kSDSegmentedControlScrollOffset;
currentItemPosition += kSDSegmentedControlScrollOffset;
contentSize.width = totalWidth;
}
else
{
contentSize.width = CGRectGetWidth(self.bounds);
}
contentSize.height = self.bounds.size.height;
self.scrollView.contentSize = contentSize;
// Center all items horizontally and each item vertically
CGFloat spaceLeft = self.scrollView.contentSize.width - totalWidth;
CGFloat itemHeight = self.scrollView.contentSize.height - self.arrowSize / 2 + .5;
currentItemPosition += spaceLeft / 2;
[self._items enumerateObjectsUsingBlock:^(SDSegmentView *item, NSUInteger idx, BOOL *stop)
{
item.alpha = 1;
if (self.centerSegmentsIfPossible) {
// Space items so that they would remain centered if there is enough space to display them without scrolling.
CGFloat sectionWidth = totalWidth / self._items.count;
item.frame = CGRectIntegral(CGRectMake(0, 0, CGRectGetWidth(item.bounds), itemHeight));
item.center = CGPointMake(currentItemPosition + sectionWidth / 2, item.center.y);
currentItemPosition += sectionWidth;
}
else {
item.frame = CGRectIntegral(CGRectMake(currentItemPosition, 0, CGRectGetWidth(item.bounds), itemHeight));
currentItemPosition = CGRectGetMaxX(item.frame) + self.interItemSpace;
}
}];
// Layout stain view and update items
BOOL animated = self.animationDuration && !CGRectEqualToRect(self._selectedStainView.frame, CGRectZero);
BOOL isScrollingSinceNow = NO;
CGFloat selectedItemCenterPosition;
if (self.selectedSegmentIndex == UISegmentedControlNoSegment)
{
self._selectedStainView.hidden = YES;
selectedItemCenterPosition = CGFLOAT_MAX;
for (SDSegmentView *item in self._items)
{
item.selected = NO;
}
}
else
{
SDSegmentView *selectedItem = self._items[self.selectedSegmentIndex];
selectedItemCenterPosition = selectedItem.center.x;
CGRect stainFrame = UIEdgeInsetsInsetRect(selectedItem.innerFrame, self.stainEdgeInsets);
CGFloat cornerRadius = 0;
if ([self._selectedStainView isKindOfClass:[SDStainView class]])
{
cornerRadius = [(SDStainView *)self._selectedStainView cornerRadius];
}
self._selectedStainView.layer.cornerRadius = cornerRadius ? cornerRadius : (CGRectGetHeight(stainFrame) / 2);
self._selectedStainView.hidden = NO;
stainFrame.origin.x = roundf(selectedItemCenterPosition - CGRectGetWidth(stainFrame) / 2);
selectedItemCenterPosition -= self.scrollView.contentOffset.x;
if (self.scrollView.contentSize.width > self.scrollView.bounds.size.width)
{
CGRect scrollRect = {self.scrollView.contentOffset, self.scrollView.bounds.size};
CGRect targetRect = CGRectInset(stainFrame, -kSDSegmentedControlScrollOffset / 2, 0);
if (!CGRectContainsRect(scrollRect, targetRect))
{
// Adjust position
CGFloat posOffset = 0;
if (CGRectGetMinX(targetRect) < CGRectGetMinX(scrollRect))
{
posOffset += CGRectGetMinX(scrollRect) - CGRectGetMinX(targetRect);
}
else if (CGRectGetMaxX(targetRect) > CGRectGetMaxX(scrollRect))
{
posOffset -= CGRectGetMaxX(targetRect) - CGRectGetMaxX(scrollRect);
}
// Recenter arrow with posOffset
selectedItemCenterPosition += posOffset;
// Temporary disable updates, if scrolling is needed, because scrollView will cause a
// lot of relayouts. The field isScrollBySelection will be reseted by scrollView's delegate
// call to scrollViewDidEndScrollingAnimation and can't be resetted after called, because
// the animation is dispatched asynchronously, naturally.
_isScrollingBySelection = animated;
isScrollingSinceNow = YES;
[self.scrollView scrollRectToVisible:targetRect animated:animated];
}
}
UIView.animationsEnabled = animated;
[UIView animateWithDuration:animated ? self.animationDuration : 0 animations:^
{
self._selectedStainView.frame = stainFrame;
}
completion:^(BOOL finished)
{
for (SDSegmentView *item in self._items)
{
item.selected = item == selectedItem;
}
}];
UIView.animationsEnabled = YES;
}
// Don't relayout paths while scrolling
if (!_isScrollingBySelection || isScrollingSinceNow)
{
// Animate from a custom oldPosition if needed
CGFloat oldPosition = CGFLOAT_MAX;
if (animated && _lastSelectedSegmentIndex != self.selectedSegmentIndex && _lastSelectedSegmentIndex >= 0 && _lastSelectedSegmentIndex < self._items.count)
{
SDSegmentView *lastSegmentView = [self._items objectAtIndex:_lastSelectedSegmentIndex];
oldPosition = lastSegmentView.center.x - self.scrollView.contentOffset.x;
}
[self drawPathsFromPosition:oldPosition toPosition:selectedItemCenterPosition animationDuration:animated ? self.animationDuration : 0];
}
}
#pragma mark - Draw paths
// Actually paths are not drawn here, instead they are relayouted
- (void)drawPathsToPosition:(CGFloat)position animated:(BOOL)animated
{
[self drawPathsToPosition:position animationDuration:animated ? self.animationDuration : 0 completion:nil];
}
- (void)drawPathsToPosition:(CGFloat)position animationDuration:(CFTimeInterval)duration completion:(void (^)(void))completion
{
[self drawPathsFromPosition:CGFLOAT_MAX toPosition:position animationDuration:duration completion:completion];
}
- (void)drawPathsFromPosition:(CGFloat)oldPosition toPosition:(CGFloat)position animationDuration:(CFTimeInterval)duration
{
[self drawPathsFromPosition:oldPosition toPosition:position animationDuration:duration completion:nil];
}
- (void)drawPathsFromPosition:(CGFloat)oldPosition toPosition:(CGFloat)position animationDuration:(CFTimeInterval)duration completion:(void (^)(void))completion
{
CGRect bounds = self.bounds;
CGFloat left = CGRectGetMinX(bounds);
CGFloat right = CGRectGetMaxX(bounds);
CGFloat top = CGRectGetMinY(bounds);
CGFloat bottom = CGRectGetMaxY(bounds);
//
// Mask
//
__block UIBezierPath *path = UIBezierPath.new;
[path moveToPoint:bounds.origin];
if(_arrowPosition == SDSegmentedArrowPositionBottom)
{
[self addArrowAtPoint:CGPointMake(position, bottom) toPath:path withLineWidth:0.0];
[path addLineToPoint:CGPointMake(right, top)];
[path addLineToPoint:CGPointMake(left, top)];
}
else
{
[self addArrowAtPoint:CGPointMake(position, top) toPath:path withLineWidth:0.0];
[path addLineToPoint:CGPointMake(right, bottom)];
[path addLineToPoint:CGPointMake(left, bottom)];
}
//
// Shadow mask
//
top += 10;
__block UIBezierPath *shadowPath = UIBezierPath.new;
[shadowPath moveToPoint:CGPointMake(left, top)];
if(_arrowPosition == SDSegmentedArrowPositionBottom)
{
[self addArrowAtPoint:CGPointMake(position, bottom) toPath:shadowPath withLineWidth:0.0];
[shadowPath addLineToPoint:CGPointMake(right, top)];
[shadowPath addLineToPoint:CGPointMake(left, top)];
}else
{
[self addArrowAtPoint:CGPointMake(position, top) toPath:shadowPath withLineWidth:0.0];
[shadowPath addLineToPoint:CGPointMake(right, bottom)];
[shadowPath addLineToPoint:CGPointMake(left, bottom)];
}
//
// Bottom/Top border line
//
_borderBottomLayer.frame = self.bounds;
__block UIBezierPath *borderBottomPath = UIBezierPath.new;
CGFloat lineLocation;
if(_arrowPosition == SDSegmentedArrowPositionBottom)
lineLocation = bottom - _borderBottomLayer.lineWidth;
else
lineLocation = _borderBottomLayer.lineWidth;
const CGFloat lineY = lineLocation;
[self addArrowAtPoint:CGPointMake(position, lineY) toPath:borderBottomPath withLineWidth:_borderBottomLayer.lineWidth];
// Skip current animations and ensure the completion block was applied
// otherwise this will end up in ugly effects if the selection was changed very fast
[self.layer removeAllAnimations];
[_borderBottomLayer removeAllAnimations];
if (lastCompletionBlock)
{
lastCompletionBlock();
}
// Build block
void(^assignLayerPaths)() = ^
{
((CAShapeLayer *)self.layer).path = path.CGPath;
self.layer.shadowPath = shadowPath.CGPath;
_borderBottomLayer.path = borderBottomPath.CGPath;
// Dereference itself to be not executed twice
lastCompletionBlock = nil;
};
__block void(^animationCompletion)();
if (completion)
{
animationCompletion = ^
{
assignLayerPaths();
completion();
};
}
else
{
animationCompletion = assignLayerPaths;
}
// Apply new paths
if (duration > 0)
{
// That's a bit fragile: we detect stop animation call by duration!
NSString *timingFuncName = duration < self.animationDuration ? kCAMediaTimingFunctionEaseIn : kCAMediaTimingFunctionEaseInEaseOut;
// Check if we have to do a stop animation, which means that we first
// animate to have a fully visible arrow and then move the arrow.
// Otherwise there will be ugly effects.
CFTimeInterval stopDuration = -1;
CGFloat stopPosition = -1;
if (oldPosition < CGFLOAT_MAX)
{
if (oldPosition < left+self.arrowSize)
{
stopPosition = left+self.arrowSize;
}
else if (oldPosition > right-self.arrowSize)
{
stopPosition = right-self.arrowSize;
}
if (stopPosition > 0)
{
float relStopDuration = ABS((stopPosition - oldPosition) / (position - oldPosition));
if (relStopDuration > 1)
{
relStopDuration = 1.0 / relStopDuration;
}
stopDuration = duration * relStopDuration;
duration -= stopDuration;
timingFuncName = kCAMediaTimingFunctionEaseOut;
}
}
void (^animation)() = ^
{
[CATransaction begin];
[CATransaction setAnimationDuration:duration];
CAMediaTimingFunction *timing = [CAMediaTimingFunction functionWithName:timingFuncName];
[CATransaction setAnimationTimingFunction:timing];
[CATransaction setCompletionBlock:animationCompletion];
[self addAnimationWithDuration:duration onLayer:self.layer forKey:@"path" toPath:path];
[self addAnimationWithDuration:duration onLayer:self.layer forKey:@"shadow" toPath:shadowPath];
[self addAnimationWithDuration:duration onLayer:_borderBottomLayer forKey:@"path" toPath:borderBottomPath];
[CATransaction commit];
};
if (stopPosition > 0)
{
[self drawPathsToPosition:stopPosition animationDuration:stopDuration completion:animation];
}
else
{
animation();
}
// Remember completion block
lastCompletionBlock = assignLayerPaths;
}
else
{
assignLayerPaths();
}
}
- (void)addAnimationWithDuration:(CFTimeInterval)duration onLayer:(CALayer *)layer forKey:(NSString *)key toPath:(UIBezierPath *)path
{
NSString *camelCaseKeyPath;
NSString *keyPath;
if ([key isEqual:@"path"])
{
camelCaseKeyPath = key;
keyPath = key;
}
else
{
camelCaseKeyPath = [NSString stringWithFormat:@"%@Path", key];
keyPath = [NSString stringWithFormat:@"%@.path", key];
}
CABasicAnimation *pathAnimation = [CABasicAnimation animationWithKeyPath:camelCaseKeyPath];
pathAnimation.removedOnCompletion = NO;
pathAnimation.fillMode = kCAFillModeForwards;
pathAnimation.duration = duration;
pathAnimation.fromValue = [layer valueForKey:keyPath];
pathAnimation.toValue = (id)path.CGPath;
[layer addAnimation:pathAnimation forKey:key];
}
- (void)addArrowAtPoint:(CGPoint)point toPath:(UIBezierPath *)path withLineWidth:(CGFloat)lineWidth
{
// The arrow is added like below, whereas P is the point argument
// and 1-5 are the points which were added to the path. It must be
// always five points, otherwise animations will look ugly.
//
// P: point.x
// s: self.arrowSize - line.width
// w: self.bounds.size.width
//
//
// s < P < w-s: P < -s: P = MAX: w+s < P:
//
// 3
// / \
// / \
// 1--2 P 4--5 1234--------5 1--2--3--4--5 1--------2345
//
//
// 0 < P < s: -s < P:
//
// 3
// / \ 123
// 12 \ \
// P 4-----5 P 4------5
//
const CGFloat left = CGRectGetMinX(self.bounds);
const CGFloat right = CGRectGetMaxX(self.bounds);
const CGFloat center = (right-left) / 2;
const CGFloat width = self.arrowSize - lineWidth;
const CGFloat height = self.arrowSize + lineWidth/2;
const CGFloat ratio = self.arrowHeightFactor;
__block NSMutableArray *points = NSMutableArray.new;
BOOL hasCustomLastPoint = NO;
void (^addPoint)(CGFloat x, CGFloat y) = ^(CGFloat x, CGFloat y)
{
[points addObject:[NSValue valueWithCGPoint:CGPointMake(x, y)]];
};
// Add first point
addPoint(left, point.y);
if (_arrowSize <= 0.02)
{
addPoint(point.x - lineWidth, point.y);
addPoint(point.x, point.y);
addPoint(point.x + lineWidth, point.y);
}
else if (point.x >= left+width && point.x <= right-width)
{
// Arrow is completely inside the view
addPoint(point.x - width, point.y);
addPoint(point.x, point.y + ratio * height);
addPoint(point.x + width, point.y);
}
else
{
// Just some tricks, to allow correctly cutted arrows and
// to have always a proper animation.
if (point.x <= left-width)
{
// Left aligned points
addPoint(left + 0.01, point.y);
addPoint(left + 0.02, point.y);
addPoint(left + 0.03, point.y);
}
else if (point.x < left+width && point.x > left-width)
{
// Left cutted arrow
[points removeAllObjects]; // Custom first point
if (point.x < left)
{
CGFloat x = width + point.x;
addPoint(left, point.y + ratio * x);
addPoint(left + 0.01, point.y + ratio * (x + 0.01));
addPoint(left + 0.02, point.y + ratio * (x + 0.02));
addPoint(left + x, point.y);
}
else
{
CGFloat x = width - point.x;
addPoint(left, point.y + ratio * x);
addPoint(left + 0.01, point.y + ratio * (x + 0.01));
addPoint(point.x, point.y + ratio * height);
addPoint(point.x + width, point.y);
}
}
else if (point.x == CGFLOAT_MAX)
{
// Centered "arrow", with zero height
addPoint(center - width, point.y);
addPoint(center, point.y);
addPoint(center + width, point.y);
}
else if (point.x < right+width && point.x > right-width)
{
// Right cutted arrow, is like left cutted arrow but:
// * swapped if/else case
// * inverse point order
// * other calculation of x
hasCustomLastPoint = YES; // Custom last point
if (point.x < right)
{
CGFloat x = width - (right - point.x);
addPoint(point.x - width, point.y);
addPoint(point.x, point.y + ratio * height);
addPoint(right - 0.01, point.y + ratio * (x + 0.01));
addPoint(right, point.y + ratio * x);
}
else
{
CGFloat x = width + (right - point.x);
addPoint(right - x, point.y);
addPoint(right - 0.02, point.y + ratio * (x + 0.02));
addPoint(right - 0.01, point.y + ratio * (x + 0.01));
addPoint(right, point.y + ratio * x);
}
}
else
{
// Right aligned points
addPoint(right - 0.03, point.y);
addPoint(right - 0.02, point.y);
addPoint(right - 0.01, point.y);
}
}
// Add points from array to path
CGPoint node = ((NSValue *)[points objectAtIndex:0]).CGPointValue;
if (path.isEmpty)
{
[path moveToPoint:node];
}
else