mirror of
https://github.com/Dimillian/IceCubesApp.git
synced 2024-06-01 18:32:29 +00:00
128 lines
3.7 KiB
Swift
128 lines
3.7 KiB
Swift
import DesignSystem
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import SwiftUI
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import UIKit
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extension ButtonStyle where Self == StatusActionButtonStyle {
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static func statusAction(isOn: Bool = false, tintColor: Color? = nil) -> Self {
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StatusActionButtonStyle(isOn: isOn, tintColor: tintColor)
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}
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}
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/// A toggle button that slightly scales and sends particle on activation,
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/// changing its foreground color to `tintColor` when toggled on
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struct StatusActionButtonStyle: ButtonStyle {
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var isOn: Bool
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var tintColor: Color?
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@State var sparklesCounter: Float = 0
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func makeBody(configuration: Configuration) -> some View {
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configuration.label
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.foregroundColor(isOn ? tintColor : Color(UIColor.secondaryLabel))
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.animation(nil, value: isOn)
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.brightness(brightness(configuration: configuration))
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.animation(configuration.isPressed ? nil : .default, value: isOn)
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.scaleEffect(configuration.isPressed && !isOn ? 0.8 : 1.0)
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.background {
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if let tint = tintColor {
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SparklesView(counter: sparklesCounter, tint: tint, size: 5, velocity: 30)
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}
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}
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.onChange(of: configuration.isPressed) { _, newValue in
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guard tintColor != nil, !newValue, !isOn else { return }
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withAnimation(.spring(response: 1, dampingFraction: 1)) {
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sparklesCounter += 1
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}
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}
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.contentShape(Rectangle())
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}
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func brightness(configuration: Configuration) -> Double {
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switch (configuration.isPressed, isOn) {
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case (true, true): 0.6
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case (true, false): 0.2
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default: 0
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}
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}
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struct SparklesView: View, Animatable {
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var counter: Float
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var tint: Color
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var size: CGFloat
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var velocity: CGFloat
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var animatableData: Float {
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get { counter }
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set { counter = newValue }
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}
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struct Cell: Identifiable {
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var id: Int
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var angle: CGFloat
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var velocity: CGFloat
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var scale: CGFloat
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var alpha: CGFloat
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}
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@State var cells: [Cell] = []
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var progress: CGFloat {
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CGFloat(counter - counter.rounded(.down))
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}
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public var body: some View {
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if progress > 0.0 {
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ZStack(alignment: .center) {
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ForEach(cells) { cell in
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Circle()
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.frame(width: size, height: size)
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.foregroundColor(tint)
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.opacity(cell.alpha - (progress * cell.alpha) / 3)
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.scaleEffect(cell.scale - progress * cell.scale)
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.offset(
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x: cos(cell.angle) * progress * cell.velocity * velocity,
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y: sin(cell.angle) * progress * cell.velocity * velocity
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)
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}
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}
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.onAppear {
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cells = Self.generateCells()
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}
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.onChange(of: counter) { oldValue, newValue in
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if floor(oldValue) != floor(newValue) {
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cells = Self.generateCells()
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}
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}
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}
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}
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static func generateCells() -> [Cell] {
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let cellCount = 16
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let velocityRange = 0.6 ... 1.0
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let scaleRange = 0.5 ... 1.0
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let alphaRange = 0.6 ... 1.0
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let spacing = 2 * .pi / (1.618 + Double(arc4random() % 200) / 10000)
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let initialSpacing = deg2rad(Double(arc4random() % 360))
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return (0 ..< cellCount).map { index in
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Cell(
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id: index,
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angle: initialSpacing + spacing * Double(index),
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velocity: random(within: velocityRange),
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scale: random(within: scaleRange),
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alpha: random(within: alphaRange)
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)
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}
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}
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static func random(within range: ClosedRange<Double>) -> Double {
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Double(arc4random()) / 0xFFFF_FFFF * (range.upperBound - range.lowerBound) + range.lowerBound
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}
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static func deg2rad(_ number: Double) -> Double {
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number * .pi / 180
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}
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}
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}
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