mirror of
https://github.com/Dimillian/IceCubesApp.git
synced 2024-11-21 16:00:59 +00:00
Remove sparkle
This commit is contained in:
parent
1d11f78abc
commit
e5755f1d83
1 changed files with 1 additions and 96 deletions
|
@ -8,14 +8,11 @@ extension ButtonStyle where Self == StatusActionButtonStyle {
|
|||
}
|
||||
}
|
||||
|
||||
/// A toggle button that slightly scales and sends particle on activation,
|
||||
/// changing its foreground color to `tintColor` when toggled on
|
||||
/// A toggle button that slightly scales and changes its foreground color to `tintColor` when toggled on
|
||||
struct StatusActionButtonStyle: ButtonStyle {
|
||||
var isOn: Bool
|
||||
var tintColor: Color?
|
||||
|
||||
@State var sparklesCounter: Float = 0
|
||||
|
||||
func makeBody(configuration: Configuration) -> some View {
|
||||
configuration.label
|
||||
.foregroundColor(isOn ? tintColor : Color(UIColor.secondaryLabel))
|
||||
|
@ -23,18 +20,6 @@ struct StatusActionButtonStyle: ButtonStyle {
|
|||
.brightness(brightness(configuration: configuration))
|
||||
.animation(configuration.isPressed ? nil : .default, value: isOn)
|
||||
.scaleEffect(configuration.isPressed && !isOn ? 0.8 : 1.0)
|
||||
.background {
|
||||
if let tint = tintColor {
|
||||
SparklesView(counter: sparklesCounter, tint: tint, size: 5, velocity: 30)
|
||||
}
|
||||
}
|
||||
.onChange(of: configuration.isPressed) { _, newValue in
|
||||
guard tintColor != nil, !newValue, !isOn else { return }
|
||||
|
||||
withAnimation(.spring(response: 1, dampingFraction: 1)) {
|
||||
sparklesCounter += 1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func brightness(configuration: Configuration) -> Double {
|
||||
|
@ -44,84 +29,4 @@ struct StatusActionButtonStyle: ButtonStyle {
|
|||
default: 0
|
||||
}
|
||||
}
|
||||
|
||||
@MainActor
|
||||
struct SparklesView: View, @preconcurrency Animatable {
|
||||
var counter: Float
|
||||
var tint: Color
|
||||
var size: CGFloat
|
||||
var velocity: CGFloat
|
||||
|
||||
var animatableData: Float {
|
||||
get { counter }
|
||||
set { counter = newValue }
|
||||
}
|
||||
|
||||
struct Cell: Identifiable {
|
||||
var id: Int
|
||||
var angle: CGFloat
|
||||
var velocity: CGFloat
|
||||
var scale: CGFloat
|
||||
var alpha: CGFloat
|
||||
}
|
||||
|
||||
@State var cells: [Cell] = []
|
||||
|
||||
var progress: CGFloat {
|
||||
CGFloat(counter - counter.rounded(.down))
|
||||
}
|
||||
|
||||
public var body: some View {
|
||||
if progress > 0.0 {
|
||||
ZStack(alignment: .center) {
|
||||
ForEach(cells) { cell in
|
||||
Circle()
|
||||
.frame(width: size, height: size)
|
||||
.foregroundColor(tint)
|
||||
.opacity(cell.alpha - (progress * cell.alpha) / 3)
|
||||
.scaleEffect(cell.scale - progress * cell.scale)
|
||||
.offset(
|
||||
x: cos(cell.angle) * progress * cell.velocity * velocity,
|
||||
y: sin(cell.angle) * progress * cell.velocity * velocity
|
||||
)
|
||||
}
|
||||
}
|
||||
.onAppear {
|
||||
cells = Self.generateCells()
|
||||
}
|
||||
.onChange(of: counter) { oldValue, newValue in
|
||||
if floor(oldValue) != floor(newValue) {
|
||||
cells = Self.generateCells()
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static func generateCells() -> [Cell] {
|
||||
let cellCount = 16
|
||||
let velocityRange = 0.6...1.0
|
||||
let scaleRange = 0.5...1.0
|
||||
let alphaRange = 0.6...1.0
|
||||
|
||||
let spacing = 2 * .pi / (1.618 + Double(arc4random() % 200) / 10000)
|
||||
let initialSpacing = deg2rad(Double(arc4random() % 360))
|
||||
return (0..<cellCount).map { index in
|
||||
Cell(
|
||||
id: index,
|
||||
angle: initialSpacing + spacing * Double(index),
|
||||
velocity: random(within: velocityRange),
|
||||
scale: random(within: scaleRange),
|
||||
alpha: random(within: alphaRange)
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
static func random(within range: ClosedRange<Double>) -> Double {
|
||||
Double(arc4random()) / 0xFFFF_FFFF * (range.upperBound - range.lowerBound) + range.lowerBound
|
||||
}
|
||||
|
||||
static func deg2rad(_ number: Double) -> Double {
|
||||
number * .pi / 180
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue