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166 lines
7.1 KiB
166 lines
7.1 KiB
1 year ago
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//
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// NVActivityIndicatorShape.swift
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// NVActivityIndicatorView
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//
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// The MIT License (MIT)
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// Copyright (c) 2016 Vinh Nguyen
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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//
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#if canImport(UIKit)
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import UIKit
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enum NVActivityIndicatorShape {
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case circle
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case circleSemi
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case ring
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case ringTwoHalfVertical
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case ringTwoHalfHorizontal
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case ringThirdFour
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case rectangle
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case triangle
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case line
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case pacman
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case stroke
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// swiftlint:disable:next cyclomatic_complexity function_body_length
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func layerWith(size: CGSize, color: UIColor) -> CALayer {
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let layer: CAShapeLayer = CAShapeLayer()
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var path: UIBezierPath = UIBezierPath()
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let lineWidth: CGFloat = 2
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switch self {
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case .circle:
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path.addArc(withCenter: CGPoint(x: size.width / 2, y: size.height / 2),
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radius: size.width / 2,
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startAngle: 0,
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endAngle: CGFloat(2 * Double.pi),
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clockwise: false)
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layer.fillColor = color.cgColor
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case .circleSemi:
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path.addArc(withCenter: CGPoint(x: size.width / 2, y: size.height / 2),
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radius: size.width / 2,
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startAngle: CGFloat(-Double.pi / 6),
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endAngle: CGFloat(-5 * Double.pi / 6),
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clockwise: false)
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path.close()
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layer.fillColor = color.cgColor
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case .ring:
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path.addArc(withCenter: CGPoint(x: size.width / 2, y: size.height / 2),
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radius: size.width / 2,
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startAngle: 0,
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endAngle: CGFloat(2 * Double.pi),
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clockwise: false)
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layer.fillColor = nil
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layer.strokeColor = color.cgColor
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layer.lineWidth = lineWidth
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case .ringTwoHalfVertical:
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path.addArc(withCenter: CGPoint(x: size.width / 2, y: size.height / 2),
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radius: size.width / 2,
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startAngle: CGFloat(-3 * Double.pi / 4),
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endAngle: CGFloat(-Double.pi / 4),
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clockwise: true)
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path.move(
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to: CGPoint(x: size.width / 2 - size.width / 2 * cos(CGFloat(Double.pi / 4)),
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y: size.height / 2 + size.height / 2 * sin(CGFloat(Double.pi / 4)))
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)
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path.addArc(withCenter: CGPoint(x: size.width / 2, y: size.height / 2),
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radius: size.width / 2,
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startAngle: CGFloat(-5 * Double.pi / 4),
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endAngle: CGFloat(-7 * Double.pi / 4),
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clockwise: false)
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layer.fillColor = nil
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layer.strokeColor = color.cgColor
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layer.lineWidth = lineWidth
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case .ringTwoHalfHorizontal:
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path.addArc(withCenter: CGPoint(x: size.width / 2, y: size.height / 2),
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radius: size.width / 2,
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startAngle: CGFloat(3 * Double.pi / 4),
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endAngle: CGFloat(5 * Double.pi / 4),
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clockwise: true)
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path.move(
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to: CGPoint(x: size.width / 2 + size.width / 2 * cos(CGFloat(Double.pi / 4)),
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y: size.height / 2 - size.height / 2 * sin(CGFloat(Double.pi / 4)))
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)
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path.addArc(withCenter: CGPoint(x: size.width / 2, y: size.height / 2),
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radius: size.width / 2,
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startAngle: CGFloat(-Double.pi / 4),
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endAngle: CGFloat(Double.pi / 4),
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clockwise: true)
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layer.fillColor = nil
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layer.strokeColor = color.cgColor
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layer.lineWidth = lineWidth
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case .ringThirdFour:
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path.addArc(withCenter: CGPoint(x: size.width / 2, y: size.height / 2),
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radius: size.width / 2,
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startAngle: CGFloat(-3 * Double.pi / 4),
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endAngle: CGFloat(-Double.pi / 4),
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clockwise: false)
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layer.fillColor = nil
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layer.strokeColor = color.cgColor
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layer.lineWidth = 2
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case .rectangle:
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path.move(to: CGPoint(x: 0, y: 0))
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path.addLine(to: CGPoint(x: size.width, y: 0))
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path.addLine(to: CGPoint(x: size.width, y: size.height))
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path.addLine(to: CGPoint(x: 0, y: size.height))
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layer.fillColor = color.cgColor
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case .triangle:
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let offsetY = size.height / 4
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path.move(to: CGPoint(x: 0, y: size.height - offsetY))
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path.addLine(to: CGPoint(x: size.width / 2, y: size.height / 2 - offsetY))
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path.addLine(to: CGPoint(x: size.width, y: size.height - offsetY))
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path.close()
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layer.fillColor = color.cgColor
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case .line:
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path = UIBezierPath(roundedRect: CGRect(x: 0, y: 0, width: size.width, height: size.height),
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cornerRadius: size.width / 2)
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layer.fillColor = color.cgColor
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case .pacman:
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path.addArc(withCenter: CGPoint(x: size.width / 2, y: size.height / 2),
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radius: size.width / 4,
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startAngle: 0,
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endAngle: CGFloat(2 * Double.pi),
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clockwise: true)
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layer.fillColor = nil
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layer.strokeColor = color.cgColor
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layer.lineWidth = size.width / 2
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case .stroke:
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path.addArc(withCenter: CGPoint(x: size.width / 2, y: size.height / 2),
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radius: size.width / 2,
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startAngle: -(.pi / 2),
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endAngle: .pi + .pi / 2,
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clockwise: true)
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layer.fillColor = nil
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layer.strokeColor = color.cgColor
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layer.lineWidth = 2
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}
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layer.backgroundColor = nil
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layer.path = path.cgPath
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layer.frame = CGRect(x: 0, y: 0, width: size.width, height: size.height)
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return layer
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}
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}
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#endif
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