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// // KeyframeGroup.swift // lottie-swift // // Created by Brandon Withrow on 1/14/19. // // MARK: - KeyframeGroup /// Used for coding/decoding a group of Keyframes by type. /// /// Keyframe data is wrapped in a dictionary { "k" : KeyframeData }. /// The keyframe data can either be an array of keyframes or, if no animation is present, the raw value. /// This helper object is needed to properly decode the json. final class KeyframeGroup<T> { // MARK: Lifecycle init( keyframes: ContiguousArray<Keyframe<T>>, unsupportedAfterEffectsExpression: String? = nil) { self.keyframes = keyframes self.unsupportedAfterEffectsExpression = unsupportedAfterEffectsExpression } init( _ value: T, unsupportedAfterEffectsExpression: String? = nil) { keyframes = [Keyframe(value)] self.unsupportedAfterEffectsExpression = unsupportedAfterEffectsExpression } // MARK: Internal enum KeyframeWrapperKey: String, CodingKey { case keyframeData = "k" case unsupportedAfterEffectsExpression = "x" } let keyframes: ContiguousArray<Keyframe<T>> /// lottie-ios doesn't support After Effects expressions, but we parse them so we can log diagnostics. /// More info: https://helpx.adobe.com/after-effects/using/expression-basics.html let unsupportedAfterEffectsExpression: String? } // MARK: Decodable extension KeyframeGroup: Decodable where T: Decodable { convenience init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: KeyframeWrapperKey.self) let unsupportedAfterEffectsExpression = try? container.decode(String.self, forKey: .unsupportedAfterEffectsExpression) if let keyframeData: T = try? container.decode(T.self, forKey: .keyframeData) { /// Try to decode raw value; No keyframe data. self.init( keyframes: [Keyframe<T>(keyframeData)], unsupportedAfterEffectsExpression: unsupportedAfterEffectsExpression) } else { // Decode and array of keyframes. // // Body Movin and Lottie deal with keyframes in different ways. // // A keyframe object in Body movin defines a span of time with a START // and an END, from the current keyframe time to the next keyframe time. // // A keyframe object in Lottie defines a singular point in time/space. // This point has an in-tangent and an out-tangent. // // To properly decode this we must iterate through keyframes while holding // reference to the previous keyframe. var keyframesContainer = try container.nestedUnkeyedContainer(forKey: .keyframeData) var keyframes = ContiguousArray<Keyframe<T>>() var previousKeyframeData: KeyframeData<T>? while !keyframesContainer.isAtEnd { // Ensure that Time and Value are present. let keyframeData = try keyframesContainer.decode(KeyframeData<T>.self) guard let value: T = keyframeData.startValue ?? previousKeyframeData?.endValue, let time = keyframeData.time else { /// Missing keyframe data. JSON must be corrupt. throw DecodingError.dataCorruptedError( forKey: KeyframeWrapperKey.keyframeData, in: container, debugDescription: "Missing keyframe data.") } keyframes.append(Keyframe<T>( value: value, time: AnimationFrameTime(time), isHold: keyframeData.isHold, inTangent: previousKeyframeData?.inTangent, outTangent: keyframeData.outTangent, spatialInTangent: previousKeyframeData?.spatialInTangent, spatialOutTangent: keyframeData.spatialOutTangent)) previousKeyframeData = keyframeData } self.init( keyframes: keyframes, unsupportedAfterEffectsExpression: unsupportedAfterEffectsExpression) } } } // MARK: Encodable extension KeyframeGroup: Encodable where T: Encodable { func encode(to encoder: Encoder) throws { var container = encoder.container(keyedBy: KeyframeWrapperKey.self) if keyframes.count == 1 { let keyframe = keyframes[0] try container.encode(keyframe.value, forKey: .keyframeData) } else { var keyframeContainer = container.nestedUnkeyedContainer(forKey: .keyframeData) for i in 1..<keyframes.endIndex { let keyframe = keyframes[i - 1] let nextKeyframe = keyframes[i] let keyframeData = KeyframeData<T>( startValue: keyframe.value, endValue: nextKeyframe.value, time: keyframe.time, hold: keyframe.isHold ? 1 : nil, inTangent: nextKeyframe.inTangent, outTangent: keyframe.outTangent, spatialInTangent: nil, spatialOutTangent: nil) try keyframeContainer.encode(keyframeData) } } } } // MARK: DictionaryInitializable extension KeyframeGroup: DictionaryInitializable where T: AnyInitializable { convenience init(dictionary: [String: Any]) throws { var keyframes = ContiguousArray<Keyframe<T>>() let unsupportedAfterEffectsExpression = dictionary[KeyframeWrapperKey.unsupportedAfterEffectsExpression.rawValue] as? String if let rawValue = dictionary[KeyframeWrapperKey.keyframeData.rawValue], let value = try? T(value: rawValue) { keyframes = [Keyframe<T>(value)] } else { var frameDictionaries: [[String: Any]] if let singleFrameDictionary = dictionary[KeyframeWrapperKey.keyframeData.rawValue] as? [String: Any] { frameDictionaries = [singleFrameDictionary] } else { frameDictionaries = try dictionary.value(for: KeyframeWrapperKey.keyframeData) } var previousKeyframeData: KeyframeData<T>? for frameDictionary in frameDictionaries { let data = try KeyframeData<T>(dictionary: frameDictionary) guard let value: T = data.startValue ?? previousKeyframeData?.endValue, let time = data.time else { throw InitializableError.invalidInput() } keyframes.append(Keyframe<T>( value: value, time: time, isHold: data.isHold, inTangent: previousKeyframeData?.inTangent, outTangent: data.outTangent, spatialInTangent: previousKeyframeData?.spatialInTangent, spatialOutTangent: data.spatialOutTangent)) previousKeyframeData = data } } self.init( keyframes: keyframes, unsupportedAfterEffectsExpression: unsupportedAfterEffectsExpression) } } // MARK: Equatable extension KeyframeGroup: Equatable where T: Equatable { static func == (_ lhs: KeyframeGroup<T>, _ rhs: KeyframeGroup<T>) -> Bool { lhs.keyframes == rhs.keyframes } } // MARK: Hashable extension KeyframeGroup: Hashable where T: Hashable { func hash(into hasher: inout Hasher) { hasher.combine(keyframes) } } // MARK: Sendable extension KeyframeGroup: Sendable where T: Sendable { } extension Keyframe { /// Creates a copy of this `Keyframe` with the same timing data, but a different value func withValue<Value>(_ newValue: Value) -> Keyframe<Value> { Keyframe<Value>( value: newValue, time: time, isHold: isHold, inTangent: inTangent, outTangent: outTangent, spatialInTangent: spatialInTangent, spatialOutTangent: spatialOutTangent) } } extension KeyframeGroup { /// Maps the values of each individual keyframe in this group func map<NewValue>(_ transformation: (T) throws -> NewValue) rethrows -> KeyframeGroup<NewValue> { KeyframeGroup<NewValue>( keyframes: ContiguousArray(try keyframes.map { keyframe in keyframe.withValue(try transformation(keyframe.value)) }), unsupportedAfterEffectsExpression: unsupportedAfterEffectsExpression) } } // MARK: - AnyKeyframeGroup /// A type-erased wrapper for `KeyframeGroup`s protocol AnyKeyframeGroup { /// An untyped copy of these keyframes var untyped: KeyframeGroup<Any> { get } /// An untyped `KeyframeInterpolator` for these keyframes var interpolator: AnyValueProvider { get } } // MARK: - KeyframeGroup + AnyKeyframeGroup extension KeyframeGroup: AnyKeyframeGroup where T: AnyInterpolatable { var untyped: KeyframeGroup<Any> { map { $0 as Any } } var interpolator: AnyValueProvider { KeyframeInterpolator(keyframes: keyframes) } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/Keyframes/KeyframeGroup.swift
Swift
unknown
8,381
// Created by Cal Stephens on 8/14/23. // Copyright © 2023 Airbnb Inc. All rights reserved. final class DropShadowEffect: LayerEffect { // MARK: Lifecycle required init(from decoder: Decoder) throws { try super.init(from: decoder) } required init(dictionary: [String: Any]) throws { try super.init(dictionary: dictionary) } // MARK: Internal /// The color of the drop shadow var color: ColorEffectValue? { value(named: "Shadow Color") } /// Opacity between 0 and 255 var opacity: Vector1DEffectValue? { value(named: "Opacity") } /// The direction / angle of the drop shadow, in degrees var direction: Vector1DEffectValue? { value(named: "Direction") } /// The distance of the drop shadow var distance: Vector1DEffectValue? { value(named: "Distance") } /// The softness of the drop shadow var softness: Vector1DEffectValue? { value(named: "Softness") } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/LayerEffects/DropShadowEffect.swift
Swift
unknown
936
// Created by Cal Stephens on 8/14/23. // Copyright © 2023 Airbnb Inc. All rights reserved. final class ColorEffectValue: EffectValue { // MARK: Lifecycle required init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: CodingKeys.self) value = try? container.decode(KeyframeGroup<LottieColor>.self, forKey: .value) try super.init(from: decoder) } required init(dictionary: [String: Any]) throws { let valueDictionary: [String: Any] = try dictionary.value(for: CodingKeys.value) value = try KeyframeGroup<LottieColor>(dictionary: valueDictionary) try super.init(dictionary: dictionary) } // MARK: Internal /// The value of the color let value: KeyframeGroup<LottieColor>? override func encode(to encoder: Encoder) throws { try super.encode(to: encoder) var container = encoder.container(keyedBy: CodingKeys.self) try container.encode(value, forKey: .value) } // MARK: Private private enum CodingKeys: String, CodingKey { case value = "v" } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/LayerEffects/EffectValues/ColorEffectValue.swift
Swift
unknown
1,046
// Created by Cal Stephens on 8/15/23. // Copyright © 2023 Airbnb Inc. All rights reserved. // MARK: - EffectValueType /// https://lottiefiles.github.io/lottie-docs/schema/#/$defs/effect-values enum EffectValueType: Int, Codable, Sendable { case slider = 0 case angle = 1 case color = 2 case unknown = 9999 init(from decoder: Decoder) throws { self = try EffectValueType(rawValue: decoder.singleValueContainer().decode(RawValue.self)) ?? .unknown } } // MARK: ClassFamily extension EffectValueType: ClassFamily { static var discriminator: Discriminator = .type func getType() -> AnyObject.Type { switch self { case .slider: return Vector1DEffectValue.self case .angle: return Vector1DEffectValue.self case .color: return ColorEffectValue.self case .unknown: // Unsupported return LayerEffect.self } } } // MARK: - EffectValue class EffectValue: Codable, DictionaryInitializable { // MARK: Lifecycle required init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: EffectValue.CodingKeys.self) type = try container.decode(EffectValueType.self, forKey: .type) name = try container.decode(String.self, forKey: .name) } required init(dictionary: [String: Any]) throws { type = (try? dictionary.value(for: CodingKeys.type)).flatMap(EffectValueType.init(rawValue:)) ?? .unknown name = (try? dictionary.value(for: CodingKeys.name)) ?? "Effect" } // MARK: Internal /// The type of effect value let type: EffectValueType /// The name of the effect value let name: String // MARK: Fileprivate fileprivate enum CodingKeys: String, CodingKey { case type = "ty" case name = "nm" } } extension [EffectValue] { static func fromDictionaries(_ dictionaries: [[String: Any]]) throws -> [EffectValue] { try dictionaries.compactMap { dictionary in let shapeType = dictionary[EffectValue.CodingKeys.type.rawValue] as? Int switch EffectValueType(rawValue: shapeType ?? EffectValueType.unknown.rawValue) { case .slider: return try Vector1DEffectValue(dictionary: dictionary) case .angle: return try Vector1DEffectValue(dictionary: dictionary) case .color: return try ColorEffectValue(dictionary: dictionary) case .unknown: // Unsupported return try EffectValue(dictionary: dictionary) case nil: return nil } } } } // MARK: - EffectValue + Sendable /// Since `EffectValue` isn't `final`, we have to use `@unchecked Sendable` instead of `Sendable.` /// All `EffectValue` subclasses are immutable `Sendable` values. // swiftlint:disable:next no_unchecked_sendable extension EffectValue: @unchecked Sendable { }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/LayerEffects/EffectValues/EffectValue.swift
Swift
unknown
2,771
// Created by Cal Stephens on 8/14/23. // Copyright © 2023 Airbnb Inc. All rights reserved. final class Vector1DEffectValue: EffectValue { // MARK: Lifecycle required init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: CodingKeys.self) value = try? container.decode(KeyframeGroup<LottieVector1D>.self, forKey: .value) try super.init(from: decoder) } required init(dictionary: [String: Any]) throws { let valueDictionary: [String: Any] = try dictionary.value(for: CodingKeys.value) value = try KeyframeGroup<LottieVector1D>(dictionary: valueDictionary) try super.init(dictionary: dictionary) } // MARK: Internal /// The value of the slider let value: KeyframeGroup<LottieVector1D>? override func encode(to encoder: Encoder) throws { try super.encode(to: encoder) var container = encoder.container(keyedBy: CodingKeys.self) try container.encode(value, forKey: .value) } // MARK: Private private enum CodingKeys: String, CodingKey { case value = "v" } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/LayerEffects/EffectValues/Vector1DEffectValue.swift
Swift
unknown
1,059
// Created by Cal Stephens on 8/14/23. // Copyright © 2023 Airbnb Inc. All rights reserved. // MARK: - LayerEffectType /// https://lottiefiles.github.io/lottie-docs/schema/#/$defs/effects enum LayerEffectType: Int, Codable, Sendable { case dropShadow = 25 case unknown = 9999 init(from decoder: Decoder) throws { self = try LayerEffectType(rawValue: decoder.singleValueContainer().decode(RawValue.self)) ?? .unknown } } // MARK: ClassFamily extension LayerEffectType: ClassFamily { static var discriminator: Discriminator = .type func getType() -> AnyObject.Type { switch self { case .dropShadow: return DropShadowEffect.self case .unknown: // Unsupported return LayerEffect.self } } } // MARK: - LayerEffect class LayerEffect: Codable, DictionaryInitializable { // MARK: Lifecycle required init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: LayerEffect.CodingKeys.self) name = try container.decodeIfPresent(String.self, forKey: .name) ?? "Effect" type = try container.decode(LayerEffectType.self, forKey: .type) effects = try container.decodeIfPresent([EffectValue].self, ofFamily: EffectValueType.self, forKey: .effects) ?? [] } required init(dictionary: [String: Any]) throws { name = (try? dictionary.value(for: CodingKeys.name)) ?? "Layer" type = LayerEffectType(rawValue: try dictionary.value(for: CodingKeys.type)) ?? .unknown if let valueDictionaries = dictionary[CodingKeys.effects.rawValue] as? [[String: Any]] { effects = try [EffectValue].fromDictionaries(valueDictionaries) } else { effects = [] } } // MARK: Internal /// The name of the effect let name: String /// The type of effect let type: LayerEffectType /// Values that configure the behavior of the effect let effects: [EffectValue] /// Retrieves the `EffectValue` for the given name func value<ValueType: EffectValue>(named name: String) -> ValueType? { effects.first(where: { $0.name == name && $0 is ValueType }) as? ValueType } // MARK: Fileprivate fileprivate enum CodingKeys: String, CodingKey { case name = "nm" case type = "ty" case effects = "ef" } } extension [LayerEffect] { static func fromDictionaries(_ dictionaries: [[String: Any]]) throws -> [LayerEffect] { try dictionaries.compactMap { dictionary in let shapeType = dictionary[LayerEffect.CodingKeys.type.rawValue] as? Int switch LayerEffectType(rawValue: shapeType ?? LayerEffectType.unknown.rawValue) { case .dropShadow: return try DropShadowEffect(dictionary: dictionary) case .unknown, nil: // Unsupported return try LayerEffect(dictionary: dictionary) } } } } // MARK: - LayerEffect + Sendable /// Since `LayerEffect` isn't `final`, we have to use `@unchecked Sendable` instead of `Sendable.` /// All `LayerEffect` subclasses are immutable `Sendable` values. // swiftlint:disable:next no_unchecked_sendable extension LayerEffect: @unchecked Sendable { }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/LayerEffects/LayerEffect.swift
Swift
unknown
3,081
// Created by Cal Stephens on 8/14/23. // Copyright © 2023 Airbnb Inc. All rights reserved. final class DropShadowStyle: LayerStyle { // MARK: Lifecycle required init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: DropShadowStyle.CodingKeys.self) opacity = try container.decode(KeyframeGroup<LottieVector1D>.self, forKey: .opacity) color = try container.decode(KeyframeGroup<LottieColor>.self, forKey: .color) angle = try container.decode(KeyframeGroup<LottieVector1D>.self, forKey: .angle) size = try container.decode(KeyframeGroup<LottieVector1D>.self, forKey: .size) distance = try container.decode(KeyframeGroup<LottieVector1D>.self, forKey: .distance) try super.init(from: decoder) } required init(dictionary: [String: Any]) throws { let opacityDictionary: [String: Any] = try dictionary.value(for: CodingKeys.opacity) opacity = try KeyframeGroup<LottieVector1D>(dictionary: opacityDictionary) let colorDictionary: [String: Any] = try dictionary.value(for: CodingKeys.color) color = try KeyframeGroup<LottieColor>(dictionary: colorDictionary) let angleDictionary: [String: Any] = try dictionary.value(for: CodingKeys.angle) angle = try KeyframeGroup<LottieVector1D>(dictionary: angleDictionary) let sizeDictionary: [String: Any] = try dictionary.value(for: CodingKeys.size) size = try KeyframeGroup<LottieVector1D>(dictionary: sizeDictionary) let distanceDictionary: [String: Any] = try dictionary.value(for: CodingKeys.distance) distance = try KeyframeGroup<LottieVector1D>(dictionary: distanceDictionary) try super.init(dictionary: dictionary) } // MARK: Internal /// The opacity of the drop shadow let opacity: KeyframeGroup<LottieVector1D> /// The color of the drop shadow let color: KeyframeGroup<LottieColor> /// The angle of the drop shadow, in degrees, /// with `0` representing a shadow straight-down from the layer /// (`offsetY=distance, offsetX=0`). let angle: KeyframeGroup<LottieVector1D> /// The size of the drop shadow let size: KeyframeGroup<LottieVector1D> /// The distance of the drop shadow let distance: KeyframeGroup<LottieVector1D> override func encode(to encoder: Encoder) throws { try super.encode(to: encoder) var container = encoder.container(keyedBy: CodingKeys.self) try container.encode(opacity, forKey: .opacity) try container.encode(color, forKey: .color) try container.encode(angle, forKey: .angle) try container.encode(size, forKey: .size) try container.encode(distance, forKey: .distance) } // MARK: Private private enum CodingKeys: String, CodingKey { case color = "c" case opacity = "o" case angle = "a" case size = "s" case distance = "d" } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/LayerStyles/DropShadowStyle.swift
Swift
unknown
2,798
// Created by Cal Stephens on 8/14/23. // Copyright © 2023 Airbnb Inc. All rights reserved. // MARK: - LayerStyleType enum LayerStyleType: Int, Codable, Sendable { case dropShadow = 1 case unknown = 9999 init(from decoder: Decoder) throws { self = try LayerStyleType(rawValue: decoder.singleValueContainer().decode(RawValue.self)) ?? .unknown } } // MARK: ClassFamily extension LayerStyleType: ClassFamily { static var discriminator: Discriminator = .type func getType() -> AnyObject.Type { switch self { case .dropShadow: return DropShadowStyle.self case .unknown: // Unsupported return LayerStyle.self } } } // MARK: - LayerStyle class LayerStyle: Codable, DictionaryInitializable { // MARK: Lifecycle required init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: LayerStyle.CodingKeys.self) name = try container.decodeIfPresent(String.self, forKey: .name) ?? "Style" type = try container.decode(LayerStyleType.self, forKey: .type) } required init(dictionary: [String: Any]) throws { name = (try? dictionary.value(for: CodingKeys.name)) ?? "Layer" type = LayerStyleType(rawValue: try dictionary.value(for: CodingKeys.type)) ?? .unknown } // MARK: Internal /// The name of the style let name: String /// The type of style let type: LayerStyleType // MARK: Fileprivate fileprivate enum CodingKeys: String, CodingKey { case name = "nm" case type = "ty" } } extension [LayerStyle] { static func fromDictionaries(_ dictionaries: [[String: Any]]) throws -> [LayerStyle] { try dictionaries.compactMap { dictionary in let shapeType = dictionary[LayerStyle.CodingKeys.type.rawValue] as? Int switch LayerStyleType(rawValue: shapeType ?? LayerStyleType.unknown.rawValue) { case .dropShadow: return try DropShadowStyle(dictionary: dictionary) case .unknown, nil: // Unsupported return try LayerStyle(dictionary: dictionary) } } } } // MARK: - LayerStyle + Sendable /// Since `LayerStyle` isn't `final`, we have to use `@unchecked Sendable` instead of `Sendable.` /// All `LayerStyle` subclasses are immutable `Sendable` values. // swiftlint:disable:next no_unchecked_sendable extension LayerStyle: @unchecked Sendable { }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/LayerStyles/LayerStyle.swift
Swift
unknown
2,335
// // ImageLayer.swift // lottie-swift // // Created by Brandon Withrow on 1/8/19. // /// A layer that holds an image. final class ImageLayerModel: LayerModel { // MARK: Lifecycle required init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: ImageLayerModel.CodingKeys.self) referenceID = try container.decode(String.self, forKey: .referenceID) try super.init(from: decoder) } required init(dictionary: [String: Any]) throws { referenceID = try dictionary.value(for: CodingKeys.referenceID) try super.init(dictionary: dictionary) } // MARK: Internal /// The reference ID of the image. let referenceID: String override func encode(to encoder: Encoder) throws { try super.encode(to: encoder) var container = encoder.container(keyedBy: CodingKeys.self) try container.encode(referenceID, forKey: .referenceID) } // MARK: Private private enum CodingKeys: String, CodingKey { case referenceID = "refId" } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/Layers/ImageLayerModel.swift
Swift
unknown
1,006
// // Layer.swift // lottie-swift // // Created by Brandon Withrow on 1/7/19. // // MARK: - LayerType + ClassFamily /// Used for mapping a heterogeneous list to classes for parsing. extension LayerType: ClassFamily { static var discriminator: Discriminator = .type func getType() -> AnyObject.Type { switch self { case .precomp: return PreCompLayerModel.self case .solid: return SolidLayerModel.self case .image: return ImageLayerModel.self case .null: return LayerModel.self case .shape: return ShapeLayerModel.self case .text: return TextLayerModel.self case .unknown: return LayerModel.self } } } // MARK: - LayerType public enum LayerType: Int, Codable { case precomp case solid case image case null case shape case text case unknown public init(from decoder: Decoder) throws { self = try LayerType(rawValue: decoder.singleValueContainer().decode(RawValue.self)) ?? .null } } // MARK: - MatteType public enum MatteType: Int, Codable { case none case add case invert case unknown } // MARK: - BlendMode public enum BlendMode: Int, Codable { case normal case multiply case screen case overlay case darken case lighten case colorDodge case colorBurn case hardLight case softLight case difference case exclusion case hue case saturation case color case luminosity } // MARK: - LayerModel /// A base top container for shapes, images, and other view objects. class LayerModel: Codable, DictionaryInitializable { // MARK: Lifecycle required init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: LayerModel.CodingKeys.self) name = try container.decodeIfPresent(String.self, forKey: .name) ?? "Layer" index = try container.decodeIfPresent(Int.self, forKey: .index) ?? .random(in: Int.min...Int.max) type = try container.decode(LayerType.self, forKey: .type) coordinateSpace = try container.decodeIfPresent(CoordinateSpace.self, forKey: .coordinateSpace) ?? .type2d inFrame = try container.decode(Double.self, forKey: .inFrame) outFrame = try container.decode(Double.self, forKey: .outFrame) startTime = try container.decode(Double.self, forKey: .startTime) transform = try container.decodeIfPresent(Transform.self, forKey: .transform) ?? .default parent = try container.decodeIfPresent(Int.self, forKey: .parent) blendMode = try container.decodeIfPresent(BlendMode.self, forKey: .blendMode) ?? .normal masks = try container.decodeIfPresent([Mask].self, forKey: .masks) timeStretch = try container.decodeIfPresent(Double.self, forKey: .timeStretch) ?? 1 matte = try container.decodeIfPresent(MatteType.self, forKey: .matte) hidden = try container.decodeIfPresent(Bool.self, forKey: .hidden) ?? false styles = try container.decodeIfPresent([LayerStyle].self, ofFamily: LayerStyleType.self, forKey: .styles) ?? [] effects = try container.decodeIfPresent([LayerEffect].self, ofFamily: LayerEffectType.self, forKey: .effects) ?? [] } required init(dictionary: [String: Any]) throws { name = (try? dictionary.value(for: CodingKeys.name)) ?? "Layer" index = try dictionary.value(for: CodingKeys.index) ?? .random(in: Int.min...Int.max) type = LayerType(rawValue: try dictionary.value(for: CodingKeys.type)) ?? .null if let coordinateSpaceRawValue = dictionary[CodingKeys.coordinateSpace.rawValue] as? Int, let coordinateSpace = CoordinateSpace(rawValue: coordinateSpaceRawValue) { self.coordinateSpace = coordinateSpace } else { coordinateSpace = .type2d } inFrame = try dictionary.value(for: CodingKeys.inFrame) outFrame = try dictionary.value(for: CodingKeys.outFrame) startTime = try dictionary.value(for: CodingKeys.startTime) parent = try? dictionary.value(for: CodingKeys.parent) if let transformDictionary: [String: Any] = try dictionary.value(for: CodingKeys.transform), let transform = try? Transform(dictionary: transformDictionary) { self.transform = transform } else { transform = .default } if let blendModeRawValue = dictionary[CodingKeys.blendMode.rawValue] as? Int, let blendMode = BlendMode(rawValue: blendModeRawValue) { self.blendMode = blendMode } else { blendMode = .normal } if let maskDictionaries = dictionary[CodingKeys.masks.rawValue] as? [[String: Any]] { masks = try maskDictionaries.map { try Mask(dictionary: $0) } } else { masks = nil } timeStretch = (try? dictionary.value(for: CodingKeys.timeStretch)) ?? 1 if let matteRawValue = dictionary[CodingKeys.matte.rawValue] as? Int { matte = MatteType(rawValue: matteRawValue) } else { matte = nil } hidden = (try? dictionary.value(for: CodingKeys.hidden)) ?? false if let styleDictionaries = dictionary[CodingKeys.styles.rawValue] as? [[String: Any]] { styles = try [LayerStyle].fromDictionaries(styleDictionaries) } else { styles = [] } if let effectDictionaries = dictionary[CodingKeys.effects.rawValue] as? [[String: Any]] { effects = try [LayerEffect].fromDictionaries(effectDictionaries) } else { effects = [] } } // MARK: Internal /// The readable name of the layer let name: String /// The index of the layer let index: Int /// The type of the layer. let type: LayerType /// The coordinate space let coordinateSpace: CoordinateSpace /// The in time of the layer in frames. let inFrame: Double /// The out time of the layer in frames. let outFrame: Double /// The start time of the layer in frames. let startTime: Double /// The transform of the layer let transform: Transform /// The index of the parent layer, if applicable. let parent: Int? /// The blending mode for the layer let blendMode: BlendMode /// An array of masks for the layer. let masks: [Mask]? /// A number that stretches time by a multiplier let timeStretch: Double /// The type of matte if any. let matte: MatteType? /// Whether or not this layer is hidden, in which case it will not be rendered. let hidden: Bool /// A list of styles to apply to this layer let styles: [LayerStyle] /// A list of effects to apply to this layer let effects: [LayerEffect] // MARK: Fileprivate fileprivate enum CodingKeys: String, CodingKey { case name = "nm" case index = "ind" case type = "ty" case coordinateSpace = "ddd" case inFrame = "ip" case outFrame = "op" case startTime = "st" case transform = "ks" case parent case blendMode = "bm" case masks = "masksProperties" case timeStretch = "sr" case matte = "tt" case hidden = "hd" case styles = "sy" case effects = "ef" } } extension [LayerModel] { static func fromDictionaries(_ dictionaries: [[String: Any]]) throws -> [LayerModel] { try dictionaries.compactMap { dictionary in let layerType = dictionary[LayerModel.CodingKeys.type.rawValue] as? Int switch LayerType(rawValue: layerType ?? LayerType.null.rawValue) { case .precomp: return try PreCompLayerModel(dictionary: dictionary) case .solid: return try SolidLayerModel(dictionary: dictionary) case .image: return try ImageLayerModel(dictionary: dictionary) case .null: return try LayerModel(dictionary: dictionary) case .shape: return try ShapeLayerModel(dictionary: dictionary) case .text: return try TextLayerModel(dictionary: dictionary) case .unknown: return try LayerModel(dictionary: dictionary) case .none: return nil } } } } // MARK: - LayerModel + Sendable /// Since `LayerModel` isn't `final`, we have to use `@unchecked Sendable` instead of `Sendable.` /// All `LayerModel` subclasses are immutable `Sendable` values. // swiftlint:disable:next no_unchecked_sendable extension LayerModel: @unchecked Sendable { }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/Layers/LayerModel.swift
Swift
unknown
8,083
// // PreCompLayer.swift // lottie-swift // // Created by Brandon Withrow on 1/8/19. // /// A layer that holds another animation composition. final class PreCompLayerModel: LayerModel { // MARK: Lifecycle required init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: PreCompLayerModel.CodingKeys.self) referenceID = try container.decode(String.self, forKey: .referenceID) timeRemapping = try container.decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .timeRemapping) width = try container.decode(Double.self, forKey: .width) height = try container.decode(Double.self, forKey: .height) try super.init(from: decoder) } required init(dictionary: [String: Any]) throws { referenceID = try dictionary.value(for: CodingKeys.referenceID) if let timeRemappingDictionary = dictionary[CodingKeys.timeRemapping.rawValue] as? [String: Any] { timeRemapping = try KeyframeGroup<LottieVector1D>(dictionary: timeRemappingDictionary) } else { timeRemapping = nil } width = try dictionary.value(for: CodingKeys.width) height = try dictionary.value(for: CodingKeys.height) try super.init(dictionary: dictionary) } // MARK: Internal /// The reference ID of the precomp. let referenceID: String /// A value that remaps time over time. let timeRemapping: KeyframeGroup<LottieVector1D>? /// Precomp Width let width: Double /// Precomp Height let height: Double override func encode(to encoder: Encoder) throws { try super.encode(to: encoder) var container = encoder.container(keyedBy: CodingKeys.self) try container.encode(referenceID, forKey: .referenceID) try container.encode(timeRemapping, forKey: .timeRemapping) try container.encode(width, forKey: .width) try container.encode(height, forKey: .height) } // MARK: Private private enum CodingKeys: String, CodingKey { case referenceID = "refId" case timeRemapping = "tm" case width = "w" case height = "h" } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/Layers/PreCompLayerModel.swift
Swift
unknown
2,040
// // ShapeLayer.swift // lottie-swift // // Created by Brandon Withrow on 1/8/19. // /// A layer that holds vector shape objects. final class ShapeLayerModel: LayerModel { // MARK: Lifecycle required init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: ShapeLayerModel.CodingKeys.self) items = try container.decode([ShapeItem].self, ofFamily: ShapeType.self, forKey: .items) try super.init(from: decoder) } required init(dictionary: [String: Any]) throws { let itemDictionaries: [[String: Any]] = try dictionary.value(for: CodingKeys.items) items = try [ShapeItem].fromDictionaries(itemDictionaries) try super.init(dictionary: dictionary) } // MARK: Internal /// A list of shape items. let items: [ShapeItem] override func encode(to encoder: Encoder) throws { try super.encode(to: encoder) var container = encoder.container(keyedBy: CodingKeys.self) try container.encode(items, forKey: .items) } // MARK: Private private enum CodingKeys: String, CodingKey { case items = "shapes" } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/Layers/ShapeLayerModel.swift
Swift
unknown
1,094
// // SolidLayer.swift // lottie-swift // // Created by Brandon Withrow on 1/8/19. // /// A layer that holds a solid color. final class SolidLayerModel: LayerModel { // MARK: Lifecycle required init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: SolidLayerModel.CodingKeys.self) colorHex = try container.decode(String.self, forKey: .colorHex) width = try container.decode(Double.self, forKey: .width) height = try container.decode(Double.self, forKey: .height) try super.init(from: decoder) } required init(dictionary: [String: Any]) throws { colorHex = try dictionary.value(for: CodingKeys.colorHex) width = try dictionary.value(for: CodingKeys.width) height = try dictionary.value(for: CodingKeys.height) try super.init(dictionary: dictionary) } // MARK: Internal /// The color of the solid in Hex // Change to value provider. let colorHex: String /// The Width of the color layer let width: Double /// The height of the color layer let height: Double override func encode(to encoder: Encoder) throws { try super.encode(to: encoder) var container = encoder.container(keyedBy: CodingKeys.self) try container.encode(colorHex, forKey: .colorHex) try container.encode(width, forKey: .width) try container.encode(height, forKey: .height) } // MARK: Private private enum CodingKeys: String, CodingKey { case colorHex = "sc" case width = "sw" case height = "sh" } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/Layers/SolidLayerModel.swift
Swift
unknown
1,509
// // TextLayer.swift // lottie-swift // // Created by Brandon Withrow on 1/8/19. // /// A layer that holds text. final class TextLayerModel: LayerModel { // MARK: Lifecycle required init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: TextLayerModel.CodingKeys.self) let textContainer = try container.nestedContainer(keyedBy: TextCodingKeys.self, forKey: .textGroup) text = try textContainer.decode(KeyframeGroup<TextDocument>.self, forKey: .text) animators = try textContainer.decode([TextAnimator].self, forKey: .animators) try super.init(from: decoder) } required init(dictionary: [String: Any]) throws { let containerDictionary: [String: Any] = try dictionary.value(for: CodingKeys.textGroup) let textDictionary: [String: Any] = try containerDictionary.value(for: TextCodingKeys.text) text = try KeyframeGroup<TextDocument>(dictionary: textDictionary) let animatorDictionaries: [[String: Any]] = try containerDictionary.value(for: TextCodingKeys.animators) animators = try animatorDictionaries.map { try TextAnimator(dictionary: $0) } try super.init(dictionary: dictionary) } // MARK: Internal /// The text for the layer let text: KeyframeGroup<TextDocument> /// Text animators let animators: [TextAnimator] override func encode(to encoder: Encoder) throws { try super.encode(to: encoder) var container = encoder.container(keyedBy: CodingKeys.self) var textContainer = container.nestedContainer(keyedBy: TextCodingKeys.self, forKey: .textGroup) try textContainer.encode(text, forKey: .text) try textContainer.encode(animators, forKey: .animators) } // MARK: Private private enum CodingKeys: String, CodingKey { case textGroup = "t" } private enum TextCodingKeys: String, CodingKey { case text = "d" case animators = "a" } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/Layers/TextLayerModel.swift
Swift
unknown
1,884
// // DashPattern.swift // lottie-swift // // Created by Brandon Withrow on 1/22/19. // // MARK: - DashElementType enum DashElementType: String, Codable { case offset = "o" case dash = "d" case gap = "g" } // MARK: - DashElement final class DashElement: Codable, DictionaryInitializable { // MARK: Lifecycle init(dictionary: [String: Any]) throws { let typeRawValue: String = try dictionary.value(for: CodingKeys.type) guard let type = DashElementType(rawValue: typeRawValue) else { throw InitializableError.invalidInput() } self.type = type let valueDictionary: [String: Any] = try dictionary.value(for: CodingKeys.value) value = try KeyframeGroup<LottieVector1D>(dictionary: valueDictionary) } // MARK: Internal enum CodingKeys: String, CodingKey { case type = "n" case value = "v" } let type: DashElementType let value: KeyframeGroup<LottieVector1D> }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/Objects/DashPattern.swift
Swift
unknown
928
// // Marker.swift // lottie-swift // // Created by Brandon Withrow on 1/9/19. // /// A time marker final class Marker: Codable, Sendable, DictionaryInitializable { // MARK: Lifecycle init(dictionary: [String: Any]) throws { name = try dictionary.value(for: CodingKeys.name) frameTime = try dictionary.value(for: CodingKeys.frameTime) durationFrameTime = try dictionary.value(for: CodingKeys.durationFrameTime) } // MARK: Internal enum CodingKeys: String, CodingKey { case name = "cm" case frameTime = "tm" case durationFrameTime = "dr" } /// The Marker Name let name: String /// The Frame time of the marker let frameTime: AnimationFrameTime /// The duration of the marker, in frames. let durationFrameTime: AnimationFrameTime }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/Objects/Marker.swift
Swift
unknown
789
// // Mask.swift // lottie-swift // // Created by Brandon Withrow on 1/8/19. // // MARK: - MaskMode enum MaskMode: String, Codable { case add = "a" case subtract = "s" case intersect = "i" case lighten = "l" case darken = "d" case difference = "f" case none = "n" } // MARK: - Mask final class Mask: Codable, DictionaryInitializable { // MARK: Lifecycle required init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: Mask.CodingKeys.self) mode = try container.decodeIfPresent(MaskMode.self, forKey: .mode) ?? .add opacity = try container .decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .opacity) ?? KeyframeGroup(LottieVector1D(100)) shape = try container.decode(KeyframeGroup<BezierPath>.self, forKey: .shape) inverted = try container.decodeIfPresent(Bool.self, forKey: .inverted) ?? false expansion = try container .decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .expansion) ?? KeyframeGroup(LottieVector1D(0)) } init(dictionary: [String: Any]) throws { if let modeRawType = dictionary[CodingKeys.mode.rawValue] as? String, let mode = MaskMode(rawValue: modeRawType) { self.mode = mode } else { mode = .add } if let opacityDictionary = dictionary[CodingKeys.opacity.rawValue] as? [String: Any] { opacity = try KeyframeGroup<LottieVector1D>(dictionary: opacityDictionary) } else { opacity = KeyframeGroup(LottieVector1D(100)) } let shapeDictionary: [String: Any] = try dictionary.value(for: CodingKeys.shape) shape = try KeyframeGroup<BezierPath>(dictionary: shapeDictionary) inverted = (try? dictionary.value(for: CodingKeys.inverted)) ?? false if let expansionDictionary = dictionary[CodingKeys.expansion.rawValue] as? [String: Any] { expansion = try KeyframeGroup<LottieVector1D>(dictionary: expansionDictionary) } else { expansion = KeyframeGroup(LottieVector1D(0)) } } // MARK: Internal enum CodingKeys: String, CodingKey { case mode case opacity = "o" case inverted = "inv" case shape = "pt" case expansion = "x" } let mode: MaskMode let opacity: KeyframeGroup<LottieVector1D> let shape: KeyframeGroup<BezierPath> let inverted: Bool let expansion: KeyframeGroup<LottieVector1D> }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/Objects/Mask.swift
Swift
unknown
2,356
// // Transform.swift // lottie-swift // // Created by Brandon Withrow on 1/7/19. // /// The animatable transform for a layer. Controls position, rotation, scale, and opacity. final class Transform: Codable, DictionaryInitializable { // MARK: Lifecycle required init(from decoder: Decoder) throws { /// This manual override of decode is required because we want to throw an error /// in the case that there is not position data. let container = try decoder.container(keyedBy: Transform.CodingKeys.self) // AnchorPoint anchorPoint = try container .decodeIfPresent(KeyframeGroup<LottieVector3D>.self, forKey: .anchorPoint) ?? KeyframeGroup(LottieVector3D(x: Double(0), y: 0, z: 0)) // Position if container.contains(.positionX), container.contains(.positionY) { // Position dimensions are split into two keyframe groups positionX = try container.decode(KeyframeGroup<LottieVector1D>.self, forKey: .positionX) positionY = try container.decode(KeyframeGroup<LottieVector1D>.self, forKey: .positionY) position = nil } else if let positionKeyframes = try? container.decode(KeyframeGroup<LottieVector3D>.self, forKey: .position) { // Position dimensions are a single keyframe group. position = positionKeyframes positionX = nil positionY = nil } else if let positionContainer = try? container.nestedContainer(keyedBy: PositionCodingKeys.self, forKey: .position), let positionX = try? positionContainer.decode(KeyframeGroup<LottieVector1D>.self, forKey: .positionX), let positionY = try? positionContainer.decode(KeyframeGroup<LottieVector1D>.self, forKey: .positionY) { /// Position keyframes are split and nested. self.positionX = positionX self.positionY = positionY position = nil } else { /// Default value. position = KeyframeGroup(LottieVector3D(x: Double(0), y: 0, z: 0)) positionX = nil positionY = nil } // Scale scale = try container .decodeIfPresent(KeyframeGroup<LottieVector3D>.self, forKey: .scale) ?? KeyframeGroup(LottieVector3D(x: Double(100), y: 100, z: 100)) // Rotation if let rotation = try container.decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .rotationX) { rotationX = rotation } else { rotationX = KeyframeGroup(LottieVector1D(0)) } if let rotation = try container.decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .rotationY) { rotationY = rotation } else { rotationY = KeyframeGroup(LottieVector1D(0)) } if let rotation = try container.decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .rotationZ) { rotationZ = rotation } else { rotationZ = try container .decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .rotation) ?? KeyframeGroup(LottieVector1D(0)) } rotation = nil // Opacity opacity = try container .decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .opacity) ?? KeyframeGroup(LottieVector1D(100)) } init(dictionary: [String: Any]) throws { if let anchorPointDictionary = dictionary[CodingKeys.anchorPoint.rawValue] as? [String: Any], let anchorPoint = try? KeyframeGroup<LottieVector3D>(dictionary: anchorPointDictionary) { self.anchorPoint = anchorPoint } else { anchorPoint = Transform.default.anchorPoint } if let xDictionary = dictionary[CodingKeys.positionX.rawValue] as? [String: Any], let yDictionary = dictionary[CodingKeys.positionY.rawValue] as? [String: Any] { positionX = try KeyframeGroup<LottieVector1D>(dictionary: xDictionary) positionY = try KeyframeGroup<LottieVector1D>(dictionary: yDictionary) position = nil } else if let positionDictionary = dictionary[CodingKeys.position.rawValue] as? [String: Any], positionDictionary[KeyframeGroup<LottieVector3D>.KeyframeWrapperKey.keyframeData.rawValue] != nil { position = try KeyframeGroup<LottieVector3D>(dictionary: positionDictionary) positionX = nil positionY = nil } else if let positionDictionary = dictionary[CodingKeys.position.rawValue] as? [String: Any], let xDictionary = positionDictionary[PositionCodingKeys.positionX.rawValue] as? [String: Any], let yDictionary = positionDictionary[PositionCodingKeys.positionY.rawValue] as? [String: Any] { positionX = try KeyframeGroup<LottieVector1D>(dictionary: xDictionary) positionY = try KeyframeGroup<LottieVector1D>(dictionary: yDictionary) position = nil } else { position = Transform.default.position positionX = nil positionY = nil } if let scaleDictionary = dictionary[CodingKeys.scale.rawValue] as? [String: Any], let scale = try? KeyframeGroup<LottieVector3D>(dictionary: scaleDictionary) { self.scale = scale } else { scale = Transform.default.scale } if let rotationDictionary = dictionary[CodingKeys.rotationX.rawValue] as? [String: Any], let rotation = try? KeyframeGroup<LottieVector1D>(dictionary: rotationDictionary) { rotationX = rotation } else { rotationX = Transform.default.rotationX } if let rotationDictionary = dictionary[CodingKeys.rotationY.rawValue] as? [String: Any], let rotation = try? KeyframeGroup<LottieVector1D>(dictionary: rotationDictionary) { rotationY = rotation } else { rotationY = Transform.default.rotationY } if let rotationDictionary = dictionary[CodingKeys.rotation.rawValue] as? [String: Any], let rotation = try? KeyframeGroup<LottieVector1D>(dictionary: rotationDictionary) { rotationZ = rotation } else if let rotationDictionary = dictionary[CodingKeys.rotationZ.rawValue] as? [String: Any], let rotation = try? KeyframeGroup<LottieVector1D>(dictionary: rotationDictionary) { rotationZ = rotation } else { rotationZ = Transform.default.rotationZ } rotation = nil if let opacityDictionary = dictionary[CodingKeys.opacity.rawValue] as? [String: Any], let opacity = try? KeyframeGroup<LottieVector1D>(dictionary: opacityDictionary) { self.opacity = opacity } else { opacity = Transform.default.opacity } } init( anchorPoint: KeyframeGroup<LottieVector3D>, position: KeyframeGroup<LottieVector3D>?, positionX: KeyframeGroup<LottieVector1D>?, positionY: KeyframeGroup<LottieVector1D>?, scale: KeyframeGroup<LottieVector3D>, rotationX: KeyframeGroup<LottieVector1D>, rotationY: KeyframeGroup<LottieVector1D>, rotationZ: KeyframeGroup<LottieVector1D>, opacity: KeyframeGroup<LottieVector1D>, rotation: KeyframeGroup<LottieVector1D>?) { self.anchorPoint = anchorPoint self.position = position self.positionX = positionX self.positionY = positionY self.scale = scale self.rotationX = rotationX self.rotationY = rotationY self.rotationZ = rotationZ self.opacity = opacity self.rotation = rotation } // MARK: Internal enum CodingKeys: String, CodingKey { case anchorPoint = "a" case position = "p" case positionX = "px" case positionY = "py" case scale = "s" case rotation = "r" case rotationX = "rx" case rotationY = "ry" case rotationZ = "rz" case opacity = "o" } enum PositionCodingKeys: String, CodingKey { case split = "s" case positionX = "x" case positionY = "y" } /// Default transform values to use if no transform is provided static var `default`: Transform { Transform( anchorPoint: KeyframeGroup(LottieVector3D(x: Double(0), y: 0, z: 0)), position: KeyframeGroup(LottieVector3D(x: Double(0), y: 0, z: 0)), positionX: nil, positionY: nil, scale: KeyframeGroup(LottieVector3D(x: Double(100), y: 100, z: 100)), rotationX: KeyframeGroup(LottieVector1D(0)), rotationY: KeyframeGroup(LottieVector1D(0)), rotationZ: KeyframeGroup(LottieVector1D(0)), opacity: KeyframeGroup(LottieVector1D(100)), rotation: nil) } /// The anchor point of the transform. let anchorPoint: KeyframeGroup<LottieVector3D> /// The position of the transform. This is nil if the position data was split. let position: KeyframeGroup<LottieVector3D>? /// The positionX of the transform. This is nil if the position property is set. let positionX: KeyframeGroup<LottieVector1D>? /// The positionY of the transform. This is nil if the position property is set. let positionY: KeyframeGroup<LottieVector1D>? /// The scale of the transform. let scale: KeyframeGroup<LottieVector3D> /// The rotation of the transform on X axis. let rotationX: KeyframeGroup<LottieVector1D> /// The rotation of the transform on Y axis. let rotationY: KeyframeGroup<LottieVector1D> /// The rotation of the transform on Z axis. let rotationZ: KeyframeGroup<LottieVector1D> /// The opacity of the transform. let opacity: KeyframeGroup<LottieVector1D> // MARK: Private /// Here for the CodingKeys.rotation = "r". `r` and `rz` are the same. private let rotation: KeyframeGroup<LottieVector1D>? }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/Objects/Transform.swift
Swift
unknown
9,298
// // EllipseItem.swift // lottie-swift // // Created by Brandon Withrow on 1/8/19. // // MARK: - PathDirection enum PathDirection: Int, Codable { case clockwise = 1 case userSetClockwise = 2 case counterClockwise = 3 } // MARK: - Ellipse final class Ellipse: ShapeItem { // MARK: Lifecycle required init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: Ellipse.CodingKeys.self) direction = try container.decodeIfPresent(PathDirection.self, forKey: .direction) ?? .clockwise position = try container.decode(KeyframeGroup<LottieVector3D>.self, forKey: .position) size = try container.decode(KeyframeGroup<LottieVector3D>.self, forKey: .size) try super.init(from: decoder) } required init(dictionary: [String: Any]) throws { if let directionRawType = dictionary[CodingKeys.direction.rawValue] as? Int, let direction = PathDirection(rawValue: directionRawType) { self.direction = direction } else { direction = .clockwise } let positionDictionary: [String: Any] = try dictionary.value(for: CodingKeys.position) position = try KeyframeGroup<LottieVector3D>(dictionary: positionDictionary) let sizeDictionary: [String: Any] = try dictionary.value(for: CodingKeys.size) size = try KeyframeGroup<LottieVector3D>(dictionary: sizeDictionary) try super.init(dictionary: dictionary) } // MARK: Internal /// The direction of the ellipse. let direction: PathDirection /// The position of the ellipse let position: KeyframeGroup<LottieVector3D> /// The size of the ellipse let size: KeyframeGroup<LottieVector3D> override func encode(to encoder: Encoder) throws { try super.encode(to: encoder) var container = encoder.container(keyedBy: CodingKeys.self) try container.encode(direction, forKey: .direction) try container.encode(position, forKey: .position) try container.encode(size, forKey: .size) } // MARK: Private private enum CodingKeys: String, CodingKey { case direction = "d" case position = "p" case size = "s" } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/ShapeItems/Ellipse.swift
Swift
unknown
2,108
// // FillShape.swift // lottie-swift // // Created by Brandon Withrow on 1/8/19. // // MARK: - FillRule enum FillRule: Int, Codable { case none case nonZeroWinding case evenOdd } // MARK: - Fill final class Fill: ShapeItem { // MARK: Lifecycle required init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: Fill.CodingKeys.self) opacity = try container.decode(KeyframeGroup<LottieVector1D>.self, forKey: .opacity) color = try container.decode(KeyframeGroup<LottieColor>.self, forKey: .color) fillRule = try container.decodeIfPresent(FillRule.self, forKey: .fillRule) ?? .nonZeroWinding try super.init(from: decoder) } required init(dictionary: [String: Any]) throws { let opacityDictionary: [String: Any] = try dictionary.value(for: CodingKeys.opacity) opacity = try KeyframeGroup<LottieVector1D>(dictionary: opacityDictionary) let colorDictionary: [String: Any] = try dictionary.value(for: CodingKeys.color) color = try KeyframeGroup<LottieColor>(dictionary: colorDictionary) if let fillRuleRawValue = dictionary[CodingKeys.fillRule.rawValue] as? Int, let fillRule = FillRule(rawValue: fillRuleRawValue) { self.fillRule = fillRule } else { fillRule = .nonZeroWinding } try super.init(dictionary: dictionary) } // MARK: Internal /// The opacity of the fill let opacity: KeyframeGroup<LottieVector1D> /// The color keyframes for the fill let color: KeyframeGroup<LottieColor> /// The fill rule to use when filling a path let fillRule: FillRule override func encode(to encoder: Encoder) throws { try super.encode(to: encoder) var container = encoder.container(keyedBy: CodingKeys.self) try container.encode(opacity, forKey: .opacity) try container.encode(color, forKey: .color) try container.encode(fillRule, forKey: .fillRule) } // MARK: Private private enum CodingKeys: String, CodingKey { case opacity = "o" case color = "c" case fillRule = "r" } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/ShapeItems/Fill.swift
Swift
unknown
2,050
// // GradientFill.swift // lottie-swift // // Created by Brandon Withrow on 1/8/19. // // MARK: - GradientType enum GradientType: Int, Codable, Sendable { case none case linear case radial } // MARK: - GradientFill final class GradientFill: ShapeItem { // MARK: Lifecycle required init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: GradientFill.CodingKeys.self) opacity = try container.decode(KeyframeGroup<LottieVector1D>.self, forKey: .opacity) startPoint = try container.decode(KeyframeGroup<LottieVector3D>.self, forKey: .startPoint) endPoint = try container.decode(KeyframeGroup<LottieVector3D>.self, forKey: .endPoint) gradientType = try container.decode(GradientType.self, forKey: .gradientType) highlightLength = try container.decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .highlightLength) highlightAngle = try container.decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .highlightAngle) fillRule = try container.decodeIfPresent(FillRule.self, forKey: .fillRule) ?? .nonZeroWinding let colorsContainer = try container.nestedContainer(keyedBy: GradientDataKeys.self, forKey: .colors) colors = try colorsContainer.decode(KeyframeGroup<[Double]>.self, forKey: .colors) numberOfColors = try colorsContainer.decode(Int.self, forKey: .numberOfColors) try super.init(from: decoder) } required init(dictionary: [String: Any]) throws { let opacityDictionary: [String: Any] = try dictionary.value(for: CodingKeys.opacity) opacity = try KeyframeGroup<LottieVector1D>(dictionary: opacityDictionary) let startPointDictionary: [String: Any] = try dictionary.value(for: CodingKeys.startPoint) startPoint = try KeyframeGroup<LottieVector3D>(dictionary: startPointDictionary) let endPointDictionary: [String: Any] = try dictionary.value(for: CodingKeys.endPoint) endPoint = try KeyframeGroup<LottieVector3D>(dictionary: endPointDictionary) let gradientRawType: Int = try dictionary.value(for: CodingKeys.gradientType) guard let gradient = GradientType(rawValue: gradientRawType) else { throw InitializableError.invalidInput() } gradientType = gradient if let highlightLengthDictionary = dictionary[CodingKeys.highlightLength.rawValue] as? [String: Any] { highlightLength = try? KeyframeGroup<LottieVector1D>(dictionary: highlightLengthDictionary) } else { highlightLength = nil } if let highlightAngleDictionary = dictionary[CodingKeys.highlightAngle.rawValue] as? [String: Any] { highlightAngle = try? KeyframeGroup<LottieVector1D>(dictionary: highlightAngleDictionary) } else { highlightAngle = nil } let colorsDictionary: [String: Any] = try dictionary.value(for: CodingKeys.colors) let nestedColorsDictionary: [String: Any] = try colorsDictionary.value(for: GradientDataKeys.colors) colors = try KeyframeGroup<[Double]>(dictionary: nestedColorsDictionary) numberOfColors = try colorsDictionary.value(for: GradientDataKeys.numberOfColors) if let fillRuleRawValue = dictionary[CodingKeys.fillRule.rawValue] as? Int, let fillRule = FillRule(rawValue: fillRuleRawValue) { self.fillRule = fillRule } else { fillRule = .nonZeroWinding } try super.init(dictionary: dictionary) } // MARK: Internal /// The opacity of the fill let opacity: KeyframeGroup<LottieVector1D> /// The start of the gradient let startPoint: KeyframeGroup<LottieVector3D> /// The end of the gradient let endPoint: KeyframeGroup<LottieVector3D> /// The type of gradient let gradientType: GradientType /// Gradient Highlight Length. Only if type is Radial let highlightLength: KeyframeGroup<LottieVector1D>? /// Highlight Angle. Only if type is Radial let highlightAngle: KeyframeGroup<LottieVector1D>? /// The number of color points in the gradient let numberOfColors: Int /// The Colors of the gradient. let colors: KeyframeGroup<[Double]> /// The fill rule to use when filling a path let fillRule: FillRule override func encode(to encoder: Encoder) throws { try super.encode(to: encoder) var container = encoder.container(keyedBy: CodingKeys.self) try container.encode(opacity, forKey: .opacity) try container.encode(startPoint, forKey: .startPoint) try container.encode(endPoint, forKey: .endPoint) try container.encode(gradientType, forKey: .gradientType) try container.encodeIfPresent(highlightLength, forKey: .highlightLength) try container.encodeIfPresent(highlightAngle, forKey: .highlightAngle) try container.encodeIfPresent(fillRule, forKey: .fillRule) var colorsContainer = container.nestedContainer(keyedBy: GradientDataKeys.self, forKey: .colors) try colorsContainer.encode(numberOfColors, forKey: .numberOfColors) try colorsContainer.encode(colors, forKey: .colors) } // MARK: Private private enum CodingKeys: String, CodingKey { case opacity = "o" case startPoint = "s" case endPoint = "e" case gradientType = "t" case highlightLength = "h" case highlightAngle = "a" case colors = "g" case fillRule = "r" } private enum GradientDataKeys: String, CodingKey { case numberOfColors = "p" case colors = "k" } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/ShapeItems/GradientFill.swift
Swift
unknown
5,321
// // GradientStroke.swift // lottie-swift // // Created by Brandon Withrow on 1/8/19. // // MARK: - LineCap enum LineCap: Int, Codable, Sendable { case none case butt case round case square } // MARK: - LineJoin enum LineJoin: Int, Codable, Sendable { case none case miter case round case bevel } // MARK: - GradientStroke final class GradientStroke: ShapeItem { // MARK: Lifecycle required init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: GradientStroke.CodingKeys.self) opacity = try container.decode(KeyframeGroup<LottieVector1D>.self, forKey: .opacity) startPoint = try container.decode(KeyframeGroup<LottieVector3D>.self, forKey: .startPoint) endPoint = try container.decode(KeyframeGroup<LottieVector3D>.self, forKey: .endPoint) gradientType = try container.decode(GradientType.self, forKey: .gradientType) highlightLength = try container.decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .highlightLength) highlightAngle = try container.decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .highlightAngle) width = try container.decode(KeyframeGroup<LottieVector1D>.self, forKey: .width) lineCap = try container.decodeIfPresent(LineCap.self, forKey: .lineCap) ?? .round lineJoin = try container.decodeIfPresent(LineJoin.self, forKey: .lineJoin) ?? .round miterLimit = try container.decodeIfPresent(Double.self, forKey: .miterLimit) ?? 4 // TODO Decode Color Objects instead of array. let colorsContainer = try container.nestedContainer(keyedBy: GradientDataKeys.self, forKey: .colors) colors = try colorsContainer.decode(KeyframeGroup<[Double]>.self, forKey: .colors) numberOfColors = try colorsContainer.decode(Int.self, forKey: .numberOfColors) dashPattern = try container.decodeIfPresent([DashElement].self, forKey: .dashPattern) try super.init(from: decoder) } required init(dictionary: [String: Any]) throws { let opacityDictionary: [String: Any] = try dictionary.value(for: CodingKeys.opacity) opacity = try KeyframeGroup<LottieVector1D>(dictionary: opacityDictionary) let startPointDictionary: [String: Any] = try dictionary.value(for: CodingKeys.startPoint) startPoint = try KeyframeGroup<LottieVector3D>(dictionary: startPointDictionary) let endPointDictionary: [String: Any] = try dictionary.value(for: CodingKeys.endPoint) endPoint = try KeyframeGroup<LottieVector3D>(dictionary: endPointDictionary) let gradientRawType: Int = try dictionary.value(for: CodingKeys.gradientType) guard let gradient = GradientType(rawValue: gradientRawType) else { throw InitializableError.invalidInput() } gradientType = gradient if let highlightLengthDictionary = dictionary[CodingKeys.highlightLength.rawValue] as? [String: Any] { highlightLength = try? KeyframeGroup<LottieVector1D>(dictionary: highlightLengthDictionary) } else { highlightLength = nil } if let highlightAngleDictionary = dictionary[CodingKeys.highlightAngle.rawValue] as? [String: Any] { highlightAngle = try? KeyframeGroup<LottieVector1D>(dictionary: highlightAngleDictionary) } else { highlightAngle = nil } let widthDictionary: [String: Any] = try dictionary.value(for: CodingKeys.width) width = try KeyframeGroup<LottieVector1D>(dictionary: widthDictionary) if let lineCapRawValue = dictionary[CodingKeys.lineCap.rawValue] as? Int, let lineCap = LineCap(rawValue: lineCapRawValue) { self.lineCap = lineCap } else { lineCap = .round } if let lineJoinRawValue = dictionary[CodingKeys.lineJoin.rawValue] as? Int, let lineJoin = LineJoin(rawValue: lineJoinRawValue) { self.lineJoin = lineJoin } else { lineJoin = .round } miterLimit = (try? dictionary.value(for: CodingKeys.miterLimit)) ?? 4 let colorsDictionary: [String: Any] = try dictionary.value(for: CodingKeys.colors) let nestedColorsDictionary: [String: Any] = try colorsDictionary.value(for: GradientDataKeys.colors) colors = try KeyframeGroup<[Double]>(dictionary: nestedColorsDictionary) numberOfColors = try colorsDictionary.value(for: GradientDataKeys.numberOfColors) let dashPatternDictionaries = dictionary[CodingKeys.dashPattern.rawValue] as? [[String: Any]] dashPattern = try? dashPatternDictionaries?.map { try DashElement(dictionary: $0) } try super.init(dictionary: dictionary) } init( name: String, hidden: Bool, opacity: KeyframeGroup<LottieVector1D>, startPoint: KeyframeGroup<LottieVector3D>, endPoint: KeyframeGroup<LottieVector3D>, gradientType: GradientType, highlightLength: KeyframeGroup<LottieVector1D>?, highlightAngle: KeyframeGroup<LottieVector1D>?, numberOfColors: Int, colors: KeyframeGroup<[Double]>, width: KeyframeGroup<LottieVector1D>, lineCap: LineCap, lineJoin: LineJoin, miterLimit: Double, dashPattern: [DashElement]?) { self.opacity = opacity self.startPoint = startPoint self.endPoint = endPoint self.gradientType = gradientType self.highlightLength = highlightLength self.highlightAngle = highlightAngle self.numberOfColors = numberOfColors self.colors = colors self.width = width self.lineCap = lineCap self.lineJoin = lineJoin self.miterLimit = miterLimit self.dashPattern = dashPattern super.init(name: name, type: .gradientStroke, hidden: hidden) } // MARK: Internal /// The opacity of the fill let opacity: KeyframeGroup<LottieVector1D> /// The start of the gradient let startPoint: KeyframeGroup<LottieVector3D> /// The end of the gradient let endPoint: KeyframeGroup<LottieVector3D> /// The type of gradient let gradientType: GradientType /// Gradient Highlight Length. Only if type is Radial let highlightLength: KeyframeGroup<LottieVector1D>? /// Highlight Angle. Only if type is Radial let highlightAngle: KeyframeGroup<LottieVector1D>? /// The number of color points in the gradient let numberOfColors: Int /// The Colors of the gradient. let colors: KeyframeGroup<[Double]> /// The width of the stroke let width: KeyframeGroup<LottieVector1D> /// Line Cap let lineCap: LineCap /// Line Join let lineJoin: LineJoin /// Miter Limit let miterLimit: Double /// The dash pattern of the stroke let dashPattern: [DashElement]? /// Creates a copy of this GradientStroke with the given updated width keyframes func copy(width newWidth: KeyframeGroup<LottieVector1D>) -> GradientStroke { GradientStroke( name: name, hidden: hidden, opacity: opacity, startPoint: startPoint, endPoint: endPoint, gradientType: gradientType, highlightLength: highlightLength, highlightAngle: highlightAngle, numberOfColors: numberOfColors, colors: colors, width: newWidth, lineCap: lineCap, lineJoin: lineJoin, miterLimit: miterLimit, dashPattern: dashPattern) } override func encode(to encoder: Encoder) throws { try super.encode(to: encoder) var container = encoder.container(keyedBy: CodingKeys.self) try container.encode(opacity, forKey: .opacity) try container.encode(startPoint, forKey: .startPoint) try container.encode(endPoint, forKey: .endPoint) try container.encode(gradientType, forKey: .gradientType) try container.encodeIfPresent(highlightLength, forKey: .highlightLength) try container.encodeIfPresent(highlightAngle, forKey: .highlightAngle) try container.encode(width, forKey: .width) try container.encode(lineCap, forKey: .lineCap) try container.encode(lineJoin, forKey: .lineJoin) try container.encode(miterLimit, forKey: .miterLimit) var colorsContainer = container.nestedContainer(keyedBy: GradientDataKeys.self, forKey: .colors) try colorsContainer.encode(numberOfColors, forKey: .numberOfColors) try colorsContainer.encode(colors, forKey: .colors) try container.encodeIfPresent(dashPattern, forKey: .dashPattern) } // MARK: Private private enum CodingKeys: String, CodingKey { case opacity = "o" case startPoint = "s" case endPoint = "e" case gradientType = "t" case highlightLength = "h" case highlightAngle = "a" case colors = "g" case width = "w" case lineCap = "lc" case lineJoin = "lj" case miterLimit = "ml" case dashPattern = "d" } private enum GradientDataKeys: String, CodingKey { case numberOfColors = "p" case colors = "k" } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/ShapeItems/GradientStroke.swift
Swift
unknown
8,613
// // GroupItem.swift // lottie-swift // // Created by Brandon Withrow on 1/8/19. // /// An item that define a a group of shape items final class Group: ShapeItem { // MARK: Lifecycle required init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: Group.CodingKeys.self) items = try container.decode([ShapeItem].self, ofFamily: ShapeType.self, forKey: .items) try super.init(from: decoder) } required init(dictionary: [String: Any]) throws { let itemDictionaries: [[String: Any]] = try dictionary.value(for: CodingKeys.items) items = try [ShapeItem].fromDictionaries(itemDictionaries) try super.init(dictionary: dictionary) } init(items: [ShapeItem], name: String) { self.items = items super.init(name: name, type: .group, hidden: false) } // MARK: Internal /// A list of shape items. let items: [ShapeItem] override func encode(to encoder: Encoder) throws { try super.encode(to: encoder) var container = encoder.container(keyedBy: CodingKeys.self) try container.encode(items, forKey: .items) } // MARK: Private private enum CodingKeys: String, CodingKey { case items = "it" } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/ShapeItems/Group.swift
Swift
unknown
1,199
// // Merge.swift // lottie-swift // // Created by Brandon Withrow on 1/8/19. // // MARK: - MergeMode enum MergeMode: Int, Codable, Sendable { case none case merge case add case subtract case intersect case exclude } // MARK: - Merge final class Merge: ShapeItem { // MARK: Lifecycle required init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: Merge.CodingKeys.self) mode = try container.decode(MergeMode.self, forKey: .mode) try super.init(from: decoder) } required init(dictionary: [String: Any]) throws { let modeRawType: Int = try dictionary.value(for: CodingKeys.mode) guard let mode = MergeMode(rawValue: modeRawType) else { throw InitializableError.invalidInput() } self.mode = mode try super.init(dictionary: dictionary) } // MARK: Internal /// The mode of the merge path let mode: MergeMode override func encode(to encoder: Encoder) throws { try super.encode(to: encoder) var container = encoder.container(keyedBy: CodingKeys.self) try container.encode(mode, forKey: .mode) } // MARK: Private private enum CodingKeys: String, CodingKey { case mode = "mm" } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/ShapeItems/Merge.swift
Swift
unknown
1,208
// // Rectangle.swift // lottie-swift // // Created by Brandon Withrow on 1/8/19. // final class Rectangle: ShapeItem { // MARK: Lifecycle required init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: Rectangle.CodingKeys.self) direction = try container.decodeIfPresent(PathDirection.self, forKey: .direction) ?? .clockwise position = try container.decode(KeyframeGroup<LottieVector3D>.self, forKey: .position) size = try container.decode(KeyframeGroup<LottieVector3D>.self, forKey: .size) cornerRadius = try container.decode(KeyframeGroup<LottieVector1D>.self, forKey: .cornerRadius) try super.init(from: decoder) } required init(dictionary: [String: Any]) throws { if let directionRawType = dictionary[CodingKeys.direction.rawValue] as? Int, let direction = PathDirection(rawValue: directionRawType) { self.direction = direction } else { direction = .clockwise } let positionDictionary: [String: Any] = try dictionary.value(for: CodingKeys.position) position = try KeyframeGroup<LottieVector3D>(dictionary: positionDictionary) let sizeDictionary: [String: Any] = try dictionary.value(for: CodingKeys.size) size = try KeyframeGroup<LottieVector3D>(dictionary: sizeDictionary) let cornerRadiusDictionary: [String: Any] = try dictionary.value(for: CodingKeys.cornerRadius) cornerRadius = try KeyframeGroup<LottieVector1D>(dictionary: cornerRadiusDictionary) try super.init(dictionary: dictionary) } // MARK: Internal /// The direction of the rect. let direction: PathDirection /// The position let position: KeyframeGroup<LottieVector3D> /// The size let size: KeyframeGroup<LottieVector3D> /// The Corner radius of the rectangle let cornerRadius: KeyframeGroup<LottieVector1D> override func encode(to encoder: Encoder) throws { try super.encode(to: encoder) var container = encoder.container(keyedBy: CodingKeys.self) try container.encode(direction, forKey: .direction) try container.encode(position, forKey: .position) try container.encode(size, forKey: .size) try container.encode(cornerRadius, forKey: .cornerRadius) } // MARK: Private private enum CodingKeys: String, CodingKey { case direction = "d" case position = "p" case size = "s" case cornerRadius = "r" } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/ShapeItems/Rectangle.swift
Swift
unknown
2,385
// // Repeater.swift // lottie-swift // // Created by Brandon Withrow on 1/8/19. // final class Repeater: ShapeItem { // MARK: Lifecycle required init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: Repeater.CodingKeys.self) copies = try container .decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .copies) ?? KeyframeGroup(LottieVector1D(0)) offset = try container .decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .offset) ?? KeyframeGroup(LottieVector1D(0)) let transformContainer = try container.nestedContainer(keyedBy: TransformKeys.self, forKey: .transform) startOpacity = try transformContainer .decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .startOpacity) ?? KeyframeGroup(LottieVector1D(100)) endOpacity = try transformContainer .decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .endOpacity) ?? KeyframeGroup(LottieVector1D(100)) if let rotation = try transformContainer.decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .rotation) { rotationZ = rotation } else if let rotation = try transformContainer.decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .rotationZ) { rotationZ = rotation } else { rotationZ = KeyframeGroup(LottieVector1D(0)) } rotationX = try transformContainer .decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .rotationX) ?? KeyframeGroup(LottieVector1D(0)) rotationY = try transformContainer .decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .rotationY) ?? KeyframeGroup(LottieVector1D(0)) position = try transformContainer .decodeIfPresent(KeyframeGroup<LottieVector3D>.self, forKey: .position) ?? KeyframeGroup(LottieVector3D(x: Double(0), y: 0, z: 0)) anchorPoint = try transformContainer .decodeIfPresent(KeyframeGroup<LottieVector3D>.self, forKey: .anchorPoint) ?? KeyframeGroup(LottieVector3D(x: Double(0), y: 0, z: 0)) scale = try transformContainer .decodeIfPresent(KeyframeGroup<LottieVector3D>.self, forKey: .scale) ?? KeyframeGroup(LottieVector3D(x: Double(100), y: 100, z: 100)) try super.init(from: decoder) } required init(dictionary: [String: Any]) throws { if let copiesDictionary = dictionary[CodingKeys.copies.rawValue] as? [String: Any] { copies = try KeyframeGroup<LottieVector1D>(dictionary: copiesDictionary) } else { copies = KeyframeGroup(LottieVector1D(0)) } if let offsetDictionary = dictionary[CodingKeys.offset.rawValue] as? [String: Any] { offset = try KeyframeGroup<LottieVector1D>(dictionary: offsetDictionary) } else { offset = KeyframeGroup(LottieVector1D(0)) } let transformDictionary: [String: Any] = try dictionary.value(for: CodingKeys.transform) if let startOpacityDictionary = transformDictionary[TransformKeys.startOpacity.rawValue] as? [String: Any] { startOpacity = try KeyframeGroup<LottieVector1D>(dictionary: startOpacityDictionary) } else { startOpacity = KeyframeGroup(LottieVector1D(100)) } if let endOpacityDictionary = transformDictionary[TransformKeys.endOpacity.rawValue] as? [String: Any] { endOpacity = try KeyframeGroup<LottieVector1D>(dictionary: endOpacityDictionary) } else { endOpacity = KeyframeGroup(LottieVector1D(100)) } if let rotationDictionary = transformDictionary[TransformKeys.rotationX.rawValue] as? [String: Any] { rotationX = try KeyframeGroup<LottieVector1D>(dictionary: rotationDictionary) } else { rotationX = KeyframeGroup(LottieVector1D(0)) } if let rotationDictionary = transformDictionary[TransformKeys.rotationY.rawValue] as? [String: Any] { rotationY = try KeyframeGroup<LottieVector1D>(dictionary: rotationDictionary) } else { rotationY = KeyframeGroup(LottieVector1D(0)) } if let rotationDictionary = transformDictionary[TransformKeys.rotation.rawValue] as? [String: Any] { rotationZ = try KeyframeGroup<LottieVector1D>(dictionary: rotationDictionary) } else if let rotationDictionary = transformDictionary[TransformKeys.rotationZ.rawValue] as? [String: Any] { rotationZ = try KeyframeGroup<LottieVector1D>(dictionary: rotationDictionary) } else { rotationZ = KeyframeGroup(LottieVector1D(0)) } if let positionDictionary = transformDictionary[TransformKeys.position.rawValue] as? [String: Any] { position = try KeyframeGroup<LottieVector3D>(dictionary: positionDictionary) } else { position = KeyframeGroup(LottieVector3D(x: Double(0), y: 0, z: 0)) } if let anchorPointDictionary = transformDictionary[TransformKeys.anchorPoint.rawValue] as? [String: Any] { anchorPoint = try KeyframeGroup<LottieVector3D>(dictionary: anchorPointDictionary) } else { anchorPoint = KeyframeGroup(LottieVector3D(x: Double(0), y: 0, z: 0)) } if let scaleDictionary = transformDictionary[TransformKeys.scale.rawValue] as? [String: Any] { scale = try KeyframeGroup<LottieVector3D>(dictionary: scaleDictionary) } else { scale = KeyframeGroup(LottieVector3D(x: Double(100), y: 100, z: 100)) } try super.init(dictionary: dictionary) } // MARK: Internal /// The number of copies to repeat let copies: KeyframeGroup<LottieVector1D> /// The offset of each copy let offset: KeyframeGroup<LottieVector1D> /// Start Opacity let startOpacity: KeyframeGroup<LottieVector1D> /// End opacity let endOpacity: KeyframeGroup<LottieVector1D> /// The rotation on X axis let rotationX: KeyframeGroup<LottieVector1D> /// The rotation on Y axis let rotationY: KeyframeGroup<LottieVector1D> /// The rotation on Z axis let rotationZ: KeyframeGroup<LottieVector1D> /// Anchor Point let anchorPoint: KeyframeGroup<LottieVector3D> /// Position let position: KeyframeGroup<LottieVector3D> /// Scale let scale: KeyframeGroup<LottieVector3D> override func encode(to encoder: Encoder) throws { try super.encode(to: encoder) var container = encoder.container(keyedBy: CodingKeys.self) try container.encode(copies, forKey: .copies) try container.encode(offset, forKey: .offset) var transformContainer = container.nestedContainer(keyedBy: TransformKeys.self, forKey: .transform) try transformContainer.encode(startOpacity, forKey: .startOpacity) try transformContainer.encode(endOpacity, forKey: .endOpacity) try transformContainer.encode(rotationX, forKey: .rotationX) try transformContainer.encode(rotationY, forKey: .rotationY) try transformContainer.encode(rotationZ, forKey: .rotationZ) try transformContainer.encode(position, forKey: .position) try transformContainer.encode(anchorPoint, forKey: .anchorPoint) try transformContainer.encode(scale, forKey: .scale) } // MARK: Private private enum CodingKeys: String, CodingKey { case copies = "c" case offset = "o" case transform = "tr" } private enum TransformKeys: String, CodingKey { case rotation = "r" case rotationX = "rx" case rotationY = "ry" case rotationZ = "rz" case startOpacity = "so" case endOpacity = "eo" case anchorPoint = "a" case position = "p" case scale = "s" } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/ShapeItems/Repeater.swift
Swift
unknown
7,319
// // RoundedCorners.swift // Lottie // // Created by Duolingo on 10/31/22. // // MARK: - RoundedCorners final class RoundedCorners: ShapeItem { // MARK: Lifecycle required init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: RoundedCorners.CodingKeys.self) radius = try container.decode( KeyframeGroup<LottieVector1D>.self, forKey: .radius) try super.init(from: decoder) } required init(dictionary: [String: Any]) throws { let radiusDictionary: [String: Any] = try dictionary.value(for: CodingKeys.radius) radius = try KeyframeGroup<LottieVector1D>(dictionary: radiusDictionary) try super.init(dictionary: dictionary) } // MARK: Internal /// The radius of rounded corners let radius: KeyframeGroup<LottieVector1D> override func encode(to encoder: Encoder) throws { try super.encode(to: encoder) var container = encoder.container(keyedBy: CodingKeys.self) try container.encode(radius, forKey: .radius) } // MARK: Private private enum CodingKeys: String, CodingKey { case radius = "r" } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/ShapeItems/RoundedCorners.swift
Swift
unknown
1,120
// // VectorShape.swift // lottie-swift // // Created by Brandon Withrow on 1/8/19. // /// An item that defines an custom shape final class Shape: ShapeItem { // MARK: Lifecycle required init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: Shape.CodingKeys.self) path = try container.decode(KeyframeGroup<BezierPath>.self, forKey: .path) direction = try container.decodeIfPresent(PathDirection.self, forKey: .direction) try super.init(from: decoder) } required init(dictionary: [String: Any]) throws { let pathDictionary: [String: Any] = try dictionary.value(for: CodingKeys.path) path = try KeyframeGroup<BezierPath>(dictionary: pathDictionary) if let directionRawValue = dictionary[CodingKeys.direction.rawValue] as? Int, let direction = PathDirection(rawValue: directionRawValue) { self.direction = direction } else { direction = nil } try super.init(dictionary: dictionary) } // MARK: Internal /// The Path let path: KeyframeGroup<BezierPath> let direction: PathDirection? override func encode(to encoder: Encoder) throws { try super.encode(to: encoder) var container = encoder.container(keyedBy: CodingKeys.self) try container.encode(path, forKey: .path) try container.encodeIfPresent(direction, forKey: .direction) } // MARK: Private private enum CodingKeys: String, CodingKey { case path = "ks" case direction = "d" } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/ShapeItems/Shape.swift
Swift
unknown
1,491
// // ShapeItem.swift // lottie-swift // // Created by Brandon Withrow on 1/8/19. // // MARK: - ShapeType enum ShapeType: String, Codable, Sendable { case ellipse = "el" case fill = "fl" case gradientFill = "gf" case group = "gr" case gradientStroke = "gs" case merge = "mm" case rectangle = "rc" case repeater = "rp" case round = "rd" case shape = "sh" case star = "sr" case stroke = "st" case trim = "tm" case transform = "tr" case unknown public init(from decoder: Decoder) throws { self = try ShapeType(rawValue: decoder.singleValueContainer().decode(RawValue.self)) ?? .unknown } } // MARK: ClassFamily extension ShapeType: ClassFamily { static var discriminator: Discriminator = .type func getType() -> AnyObject.Type { switch self { case .ellipse: return Ellipse.self case .fill: return Fill.self case .gradientFill: return GradientFill.self case .group: return Group.self case .gradientStroke: return GradientStroke.self case .merge: return Merge.self case .rectangle: return Rectangle.self case .repeater: return Repeater.self case .round: return RoundedCorners.self case .shape: return Shape.self case .star: return Star.self case .stroke: return Stroke.self case .trim: return Trim.self case .transform: return ShapeTransform.self default: return ShapeItem.self } } } // MARK: - ShapeItem /// An item belonging to a Shape Layer class ShapeItem: Codable, DictionaryInitializable { // MARK: Lifecycle required init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: ShapeItem.CodingKeys.self) name = try container.decodeIfPresent(String.self, forKey: .name) ?? "Layer" type = try container.decode(ShapeType.self, forKey: .type) hidden = try container.decodeIfPresent(Bool.self, forKey: .hidden) ?? false } required init(dictionary: [String: Any]) throws { name = (try? dictionary.value(for: CodingKeys.name)) ?? "Layer" type = ShapeType(rawValue: try dictionary.value(for: CodingKeys.type)) ?? .unknown hidden = (try? dictionary.value(for: CodingKeys.hidden)) ?? false } init( name: String, type: ShapeType, hidden: Bool) { self.name = name self.type = type self.hidden = hidden } // MARK: Internal /// The name of the shape let name: String /// The type of shape let type: ShapeType let hidden: Bool // MARK: Fileprivate fileprivate enum CodingKeys: String, CodingKey { case name = "nm" case type = "ty" case hidden = "hd" } } extension [ShapeItem] { static func fromDictionaries(_ dictionaries: [[String: Any]]) throws -> [ShapeItem] { try dictionaries.compactMap { dictionary in let shapeType = dictionary[ShapeItem.CodingKeys.type.rawValue] as? String switch ShapeType(rawValue: shapeType ?? ShapeType.unknown.rawValue) { case .ellipse: return try Ellipse(dictionary: dictionary) case .fill: return try Fill(dictionary: dictionary) case .gradientFill: return try GradientFill(dictionary: dictionary) case .group: return try Group(dictionary: dictionary) case .gradientStroke: return try GradientStroke(dictionary: dictionary) case .merge: return try Merge(dictionary: dictionary) case .rectangle: return try Rectangle(dictionary: dictionary) case .repeater: return try Repeater(dictionary: dictionary) case .round: return try RoundedCorners(dictionary: dictionary) case .shape: return try Shape(dictionary: dictionary) case .star: return try Star(dictionary: dictionary) case .stroke: return try Stroke(dictionary: dictionary) case .trim: return try Trim(dictionary: dictionary) case .transform: return try ShapeTransform(dictionary: dictionary) case .none: return nil default: return try ShapeItem(dictionary: dictionary) } } } } // MARK: - ShapeItem + Sendable /// Since `ShapeItem` isn't `final`, we have to use `@unchecked Sendable` instead of `Sendable.` /// All `ShapeItem` subclasses are immutable `Sendable` values. // swiftlint:disable:next no_unchecked_sendable extension ShapeItem: @unchecked Sendable { }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/ShapeItems/ShapeItem.swift
Swift
unknown
4,438
// // TransformItem.swift // lottie-swift // // Created by Brandon Withrow on 1/8/19. // final class ShapeTransform: ShapeItem { // MARK: Lifecycle required init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: ShapeTransform.CodingKeys.self) anchor = try container .decodeIfPresent(KeyframeGroup<LottieVector3D>.self, forKey: .anchor) ?? KeyframeGroup(LottieVector3D(x: Double(0), y: 0, z: 0)) position = try container .decodeIfPresent(KeyframeGroup<LottieVector3D>.self, forKey: .position) ?? KeyframeGroup(LottieVector3D(x: Double(0), y: 0, z: 0)) scale = try container .decodeIfPresent(KeyframeGroup<LottieVector3D>.self, forKey: .scale) ?? KeyframeGroup(LottieVector3D(x: Double(100), y: 100, z: 100)) rotationX = try container .decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .rotationX) ?? KeyframeGroup(LottieVector1D(0)) rotationY = try container .decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .rotationY) ?? KeyframeGroup(LottieVector1D(0)) if let rotation = try container .decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .rotation) { rotationZ = rotation } else if let rotation = try container .decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .rotationZ) { rotationZ = rotation } else { rotationZ = KeyframeGroup(LottieVector1D(0)) } opacity = try container .decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .opacity) ?? KeyframeGroup(LottieVector1D(100)) skew = try container.decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .skew) ?? KeyframeGroup(LottieVector1D(0)) skewAxis = try container .decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .skewAxis) ?? KeyframeGroup(LottieVector1D(0)) try super.init(from: decoder) } required init(dictionary: [String: Any]) throws { if let anchorDictionary = dictionary[CodingKeys.anchor.rawValue] as? [String: Any], let anchor = try? KeyframeGroup<LottieVector3D>(dictionary: anchorDictionary) { self.anchor = anchor } else { anchor = KeyframeGroup(LottieVector3D(x: Double(0), y: 0, z: 0)) } if let positionDictionary = dictionary[CodingKeys.position.rawValue] as? [String: Any], let position = try? KeyframeGroup<LottieVector3D>(dictionary: positionDictionary) { self.position = position } else { position = KeyframeGroup(LottieVector3D(x: Double(0), y: 0, z: 0)) } if let scaleDictionary = dictionary[CodingKeys.scale.rawValue] as? [String: Any], let scale = try? KeyframeGroup<LottieVector3D>(dictionary: scaleDictionary) { self.scale = scale } else { scale = KeyframeGroup(LottieVector3D(x: Double(100), y: 100, z: 100)) } if let rotationDictionary = dictionary[CodingKeys.rotationX.rawValue] as? [String: Any], let rotation = try? KeyframeGroup<LottieVector1D>(dictionary: rotationDictionary) { rotationX = rotation } else { rotationX = KeyframeGroup(LottieVector1D(0)) } if let rotationDictionary = dictionary[CodingKeys.rotationY.rawValue] as? [String: Any], let rotation = try? KeyframeGroup<LottieVector1D>(dictionary: rotationDictionary) { rotationY = rotation } else { rotationY = KeyframeGroup(LottieVector1D(0)) } if let rotationDictionary = dictionary[CodingKeys.rotation.rawValue] as? [String: Any], let rotation = try? KeyframeGroup<LottieVector1D>(dictionary: rotationDictionary) { rotationZ = rotation } else if let rotationDictionary = dictionary[CodingKeys.rotationZ.rawValue] as? [String: Any], let rotation = try? KeyframeGroup<LottieVector1D>(dictionary: rotationDictionary) { rotationZ = rotation } else { rotationZ = KeyframeGroup(LottieVector1D(0)) } if let opacityDictionary = dictionary[CodingKeys.opacity.rawValue] as? [String: Any], let opacity = try? KeyframeGroup<LottieVector1D>(dictionary: opacityDictionary) { self.opacity = opacity } else { opacity = KeyframeGroup(LottieVector1D(100)) } if let skewDictionary = dictionary[CodingKeys.skew.rawValue] as? [String: Any], let skew = try? KeyframeGroup<LottieVector1D>(dictionary: skewDictionary) { self.skew = skew } else { skew = KeyframeGroup(LottieVector1D(0)) } if let skewAxisDictionary = dictionary[CodingKeys.skewAxis.rawValue] as? [String: Any], let skewAxis = try? KeyframeGroup<LottieVector1D>(dictionary: skewAxisDictionary) { self.skewAxis = skewAxis } else { skewAxis = KeyframeGroup(LottieVector1D(0)) } try super.init(dictionary: dictionary) } // MARK: Internal /// Anchor Point let anchor: KeyframeGroup<LottieVector3D> /// Position let position: KeyframeGroup<LottieVector3D> /// Scale let scale: KeyframeGroup<LottieVector3D> /// Rotation on X axis let rotationX: KeyframeGroup<LottieVector1D> /// Rotation on Y axis let rotationY: KeyframeGroup<LottieVector1D> /// Rotation on Z axis let rotationZ: KeyframeGroup<LottieVector1D> /// opacity let opacity: KeyframeGroup<LottieVector1D> /// Skew let skew: KeyframeGroup<LottieVector1D> /// Skew Axis let skewAxis: KeyframeGroup<LottieVector1D> override func encode(to encoder: Encoder) throws { try super.encode(to: encoder) var container = encoder.container(keyedBy: CodingKeys.self) try container.encode(anchor, forKey: .anchor) try container.encode(position, forKey: .position) try container.encode(scale, forKey: .scale) try container.encode(rotationX, forKey: .rotationX) try container.encode(rotationY, forKey: .rotationY) try container.encode(rotationZ, forKey: .rotationZ) try container.encode(opacity, forKey: .opacity) try container.encode(skew, forKey: .skew) try container.encode(skewAxis, forKey: .skewAxis) } // MARK: Private private enum CodingKeys: String, CodingKey { case anchor = "a" case position = "p" case scale = "s" case rotation = "r" case rotationX = "rx" case rotationY = "ry" case rotationZ = "rz" case opacity = "o" case skew = "sk" case skewAxis = "sa" } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/ShapeItems/ShapeTransform.swift
Swift
unknown
6,430
// // Star.swift // lottie-swift // // Created by Brandon Withrow on 1/8/19. // // MARK: - StarType enum StarType: Int, Codable, Sendable { case none case star case polygon } // MARK: - Star final class Star: ShapeItem { // MARK: Lifecycle required init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: Star.CodingKeys.self) direction = try container.decodeIfPresent(PathDirection.self, forKey: .direction) ?? .clockwise position = try container.decode(KeyframeGroup<LottieVector3D>.self, forKey: .position) outerRadius = try container.decode(KeyframeGroup<LottieVector1D>.self, forKey: .outerRadius) outerRoundness = try container.decode(KeyframeGroup<LottieVector1D>.self, forKey: .outerRoundness) innerRadius = try container.decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .innerRadius) innerRoundness = try container.decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .innerRoundness) rotation = try container.decode(KeyframeGroup<LottieVector1D>.self, forKey: .rotation) points = try container.decode(KeyframeGroup<LottieVector1D>.self, forKey: .points) starType = try container.decode(StarType.self, forKey: .starType) try super.init(from: decoder) } required init(dictionary: [String: Any]) throws { if let directionRawValue = dictionary[CodingKeys.direction.rawValue] as? Int, let direction = PathDirection(rawValue: directionRawValue) { self.direction = direction } else { direction = .clockwise } let positionDictionary: [String: Any] = try dictionary.value(for: CodingKeys.position) position = try KeyframeGroup<LottieVector3D>(dictionary: positionDictionary) let outerRadiusDictionary: [String: Any] = try dictionary.value(for: CodingKeys.outerRadius) outerRadius = try KeyframeGroup<LottieVector1D>(dictionary: outerRadiusDictionary) let outerRoundnessDictionary: [String: Any] = try dictionary.value(for: CodingKeys.outerRoundness) outerRoundness = try KeyframeGroup<LottieVector1D>(dictionary: outerRoundnessDictionary) if let innerRadiusDictionary = dictionary[CodingKeys.innerRadius.rawValue] as? [String: Any] { innerRadius = try KeyframeGroup<LottieVector1D>(dictionary: innerRadiusDictionary) } else { innerRadius = nil } if let innerRoundnessDictionary = dictionary[CodingKeys.innerRoundness.rawValue] as? [String: Any] { innerRoundness = try KeyframeGroup<LottieVector1D>(dictionary: innerRoundnessDictionary) } else { innerRoundness = nil } let rotationDictionary: [String: Any] = try dictionary.value(for: CodingKeys.rotation) rotation = try KeyframeGroup<LottieVector1D>(dictionary: rotationDictionary) let pointsDictionary: [String: Any] = try dictionary.value(for: CodingKeys.points) points = try KeyframeGroup<LottieVector1D>(dictionary: pointsDictionary) let starTypeRawValue: Int = try dictionary.value(for: CodingKeys.starType) guard let starType = StarType(rawValue: starTypeRawValue) else { throw InitializableError.invalidInput() } self.starType = starType try super.init(dictionary: dictionary) } // MARK: Internal /// The direction of the star. let direction: PathDirection /// The position of the star let position: KeyframeGroup<LottieVector3D> /// The outer radius of the star let outerRadius: KeyframeGroup<LottieVector1D> /// The outer roundness of the star let outerRoundness: KeyframeGroup<LottieVector1D> /// The outer radius of the star let innerRadius: KeyframeGroup<LottieVector1D>? /// The outer roundness of the star let innerRoundness: KeyframeGroup<LottieVector1D>? /// The rotation of the star let rotation: KeyframeGroup<LottieVector1D> /// The number of points on the star let points: KeyframeGroup<LottieVector1D> /// The type of star let starType: StarType override func encode(to encoder: Encoder) throws { try super.encode(to: encoder) var container = encoder.container(keyedBy: CodingKeys.self) try container.encode(direction, forKey: .direction) try container.encode(position, forKey: .position) try container.encode(outerRadius, forKey: .outerRadius) try container.encode(outerRoundness, forKey: .outerRoundness) try container.encode(innerRadius, forKey: .innerRadius) try container.encode(innerRoundness, forKey: .innerRoundness) try container.encode(rotation, forKey: .rotation) try container.encode(points, forKey: .points) try container.encode(starType, forKey: .starType) } // MARK: Private private enum CodingKeys: String, CodingKey { case direction = "d" case position = "p" case outerRadius = "or" case outerRoundness = "os" case innerRadius = "ir" case innerRoundness = "is" case rotation = "r" case points = "pt" case starType = "sy" } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/ShapeItems/Star.swift
Swift
unknown
4,925
// // Stroke.swift // lottie-swift // // Created by Brandon Withrow on 1/8/19. // final class Stroke: ShapeItem { // MARK: Lifecycle required init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: Stroke.CodingKeys.self) opacity = try container.decode(KeyframeGroup<LottieVector1D>.self, forKey: .opacity) color = try container.decode(KeyframeGroup<LottieColor>.self, forKey: .color) width = try container.decode(KeyframeGroup<LottieVector1D>.self, forKey: .width) lineCap = try container.decodeIfPresent(LineCap.self, forKey: .lineCap) ?? .round lineJoin = try container.decodeIfPresent(LineJoin.self, forKey: .lineJoin) ?? .round miterLimit = try container.decodeIfPresent(Double.self, forKey: .miterLimit) ?? 4 dashPattern = try container.decodeIfPresent([DashElement].self, forKey: .dashPattern) try super.init(from: decoder) } required init(dictionary: [String: Any]) throws { let opacityDictionary: [String: Any] = try dictionary.value(for: CodingKeys.opacity) opacity = try KeyframeGroup<LottieVector1D>(dictionary: opacityDictionary) let colorDictionary: [String: Any] = try dictionary.value(for: CodingKeys.color) color = try KeyframeGroup<LottieColor>(dictionary: colorDictionary) let widthDictionary: [String: Any] = try dictionary.value(for: CodingKeys.width) width = try KeyframeGroup<LottieVector1D>(dictionary: widthDictionary) if let lineCapRawValue = dictionary[CodingKeys.lineCap.rawValue] as? Int, let lineCap = LineCap(rawValue: lineCapRawValue) { self.lineCap = lineCap } else { lineCap = .round } if let lineJoinRawValue = dictionary[CodingKeys.lineJoin.rawValue] as? Int, let lineJoin = LineJoin(rawValue: lineJoinRawValue) { self.lineJoin = lineJoin } else { lineJoin = .round } miterLimit = (try? dictionary.value(for: CodingKeys.miterLimit)) ?? 4 let dashPatternDictionaries = dictionary[CodingKeys.dashPattern.rawValue] as? [[String: Any]] dashPattern = try? dashPatternDictionaries?.map { try DashElement(dictionary: $0) } try super.init(dictionary: dictionary) } init( name: String, hidden: Bool, opacity: KeyframeGroup<LottieVector1D>, color: KeyframeGroup<LottieColor>, width: KeyframeGroup<LottieVector1D>, lineCap: LineCap, lineJoin: LineJoin, miterLimit: Double, dashPattern: [DashElement]?) { self.opacity = opacity self.color = color self.width = width self.lineCap = lineCap self.lineJoin = lineJoin self.miterLimit = miterLimit self.dashPattern = dashPattern super.init(name: name, type: .stroke, hidden: hidden) } // MARK: Internal /// The opacity of the stroke let opacity: KeyframeGroup<LottieVector1D> /// The Color of the stroke let color: KeyframeGroup<LottieColor> /// The width of the stroke let width: KeyframeGroup<LottieVector1D> /// Line Cap let lineCap: LineCap /// Line Join let lineJoin: LineJoin /// Miter Limit let miterLimit: Double /// The dash pattern of the stroke let dashPattern: [DashElement]? /// Creates a copy of this Stroke with the given updated width keyframes func copy(width newWidth: KeyframeGroup<LottieVector1D>) -> Stroke { Stroke( name: name, hidden: hidden, opacity: opacity, color: color, width: newWidth, lineCap: lineCap, lineJoin: lineJoin, miterLimit: miterLimit, dashPattern: dashPattern) } override func encode(to encoder: Encoder) throws { try super.encode(to: encoder) var container = encoder.container(keyedBy: CodingKeys.self) try container.encode(opacity, forKey: .opacity) try container.encode(color, forKey: .color) try container.encode(width, forKey: .width) try container.encode(lineCap, forKey: .lineCap) try container.encode(lineJoin, forKey: .lineJoin) try container.encode(miterLimit, forKey: .miterLimit) try container.encodeIfPresent(dashPattern, forKey: .dashPattern) } // MARK: Private private enum CodingKeys: String, CodingKey { case opacity = "o" case color = "c" case width = "w" case lineCap = "lc" case lineJoin = "lj" case miterLimit = "ml" case dashPattern = "d" } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/ShapeItems/Stroke.swift
Swift
unknown
4,332
// // Trim.swift // lottie-swift // // Created by Brandon Withrow on 1/8/19. // // MARK: - TrimType enum TrimType: Int, Codable { case simultaneously = 1 case individually = 2 } // MARK: - Trim final class Trim: ShapeItem { // MARK: Lifecycle required init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: Trim.CodingKeys.self) start = try container.decode(KeyframeGroup<LottieVector1D>.self, forKey: .start) end = try container.decode(KeyframeGroup<LottieVector1D>.self, forKey: .end) offset = try container.decode(KeyframeGroup<LottieVector1D>.self, forKey: .offset) trimType = try container.decode(TrimType.self, forKey: .trimType) try super.init(from: decoder) } required init(dictionary: [String: Any]) throws { let startDictionary: [String: Any] = try dictionary.value(for: CodingKeys.start) start = try KeyframeGroup<LottieVector1D>(dictionary: startDictionary) let endDictionary: [String: Any] = try dictionary.value(for: CodingKeys.end) end = try KeyframeGroup<LottieVector1D>(dictionary: endDictionary) let offsetDictionary: [String: Any] = try dictionary.value(for: CodingKeys.offset) offset = try KeyframeGroup<LottieVector1D>(dictionary: offsetDictionary) let trimTypeRawValue: Int = try dictionary.value(for: CodingKeys.trimType) guard let trimType = TrimType(rawValue: trimTypeRawValue) else { throw InitializableError.invalidInput() } self.trimType = trimType try super.init(dictionary: dictionary) } // MARK: Internal /// The start of the trim let start: KeyframeGroup<LottieVector1D> /// The end of the trim let end: KeyframeGroup<LottieVector1D> /// The offset of the trim let offset: KeyframeGroup<LottieVector1D> let trimType: TrimType /// If this trim doesn't affect the path at all then we can consider it empty var isEmpty: Bool { start.keyframes.count == 1 && start.keyframes[0].value.value == 0 && end.keyframes.count == 1 && end.keyframes[0].value.value == 100 } override func encode(to encoder: Encoder) throws { try super.encode(to: encoder) var container = encoder.container(keyedBy: CodingKeys.self) try container.encode(start, forKey: .start) try container.encode(end, forKey: .end) try container.encode(offset, forKey: .offset) try container.encode(trimType, forKey: .trimType) } // MARK: Private private enum CodingKeys: String, CodingKey { case start = "s" case end = "e" case offset = "o" case trimType = "m" } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/ShapeItems/Trim.swift
Swift
unknown
2,580
// // Font.swift // lottie-swift // // Created by Brandon Withrow on 1/9/19. // // MARK: - Font final class Font: Codable, Sendable, DictionaryInitializable { // MARK: Lifecycle init(dictionary: [String: Any]) throws { name = try dictionary.value(for: CodingKeys.name) familyName = try dictionary.value(for: CodingKeys.familyName) style = try dictionary.value(for: CodingKeys.style) ascent = try dictionary.value(for: CodingKeys.ascent) } // MARK: Internal let name: String let familyName: String let style: String let ascent: Double // MARK: Private private enum CodingKeys: String, CodingKey { case name = "fName" case familyName = "fFamily" case style = "fStyle" case ascent } } // MARK: - FontList /// A list of fonts final class FontList: Codable, Sendable, DictionaryInitializable { // MARK: Lifecycle init(dictionary: [String: Any]) throws { let fontDictionaries: [[String: Any]] = try dictionary.value(for: CodingKeys.fonts) fonts = try fontDictionaries.map { try Font(dictionary: $0) } } // MARK: Internal enum CodingKeys: String, CodingKey { case fonts = "list" } let fonts: [Font] }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/Text/Font.swift
Swift
unknown
1,194
// // Glyph.swift // lottie-swift // // Created by Brandon Withrow on 1/9/19. // /// A model that holds a vector character final class Glyph: Codable, Sendable, DictionaryInitializable { // MARK: Lifecycle required init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: Glyph.CodingKeys.self) character = try container.decode(String.self, forKey: .character) fontSize = try container.decode(Double.self, forKey: .fontSize) fontFamily = try container.decode(String.self, forKey: .fontFamily) fontStyle = try container.decode(String.self, forKey: .fontStyle) width = try container.decode(Double.self, forKey: .width) if container.contains(.shapeWrapper), let shapeContainer = try? container.nestedContainer(keyedBy: ShapeKey.self, forKey: .shapeWrapper), shapeContainer.contains(.shapes) { shapes = try shapeContainer.decode([ShapeItem].self, ofFamily: ShapeType.self, forKey: .shapes) } else { shapes = [] } } init(dictionary: [String: Any]) throws { character = try dictionary.value(for: CodingKeys.character) fontSize = try dictionary.value(for: CodingKeys.fontSize) fontFamily = try dictionary.value(for: CodingKeys.fontFamily) fontStyle = try dictionary.value(for: CodingKeys.fontStyle) width = try dictionary.value(for: CodingKeys.width) if let shapes = dictionary[CodingKeys.shapeWrapper.rawValue] as? [String: Any], let shapeDictionaries = shapes[ShapeKey.shapes.rawValue] as? [[String: Any]] { self.shapes = try [ShapeItem].fromDictionaries(shapeDictionaries) } else { shapes = [ShapeItem]() } } // MARK: Internal /// The character let character: String /// The font size of the character let fontSize: Double /// The font family of the character let fontFamily: String /// The Style of the character let fontStyle: String /// The Width of the character let width: Double /// The Shape Data of the Character let shapes: [ShapeItem] func encode(to encoder: Encoder) throws { var container = encoder.container(keyedBy: CodingKeys.self) try container.encode(character, forKey: .character) try container.encode(fontSize, forKey: .fontSize) try container.encode(fontFamily, forKey: .fontFamily) try container.encode(fontStyle, forKey: .fontStyle) try container.encode(width, forKey: .width) var shapeContainer = container.nestedContainer(keyedBy: ShapeKey.self, forKey: .shapeWrapper) try shapeContainer.encode(shapes, forKey: .shapes) } // MARK: Private private enum CodingKeys: String, CodingKey { case character = "ch" case fontSize = "size" case fontFamily = "fFamily" case fontStyle = "style" case width = "w" case shapeWrapper = "data" } private enum ShapeKey: String, CodingKey { case shapes } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/Text/Glyph.swift
Swift
unknown
2,894
// // TextAnimator.swift // lottie-swift // // Created by Brandon Withrow on 1/9/19. // final class TextAnimator: Codable, DictionaryInitializable { // MARK: Lifecycle required init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: TextAnimator.CodingKeys.self) name = try container.decodeIfPresent(String.self, forKey: .name) ?? "" let animatorContainer = try container.nestedContainer(keyedBy: TextAnimatorKeys.self, forKey: .textAnimator) fillColor = try animatorContainer.decodeIfPresent(KeyframeGroup<LottieColor>.self, forKey: .fillColor) strokeColor = try animatorContainer.decodeIfPresent(KeyframeGroup<LottieColor>.self, forKey: .strokeColor) strokeWidth = try animatorContainer.decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .strokeWidth) tracking = try animatorContainer.decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .tracking) anchor = try animatorContainer.decodeIfPresent(KeyframeGroup<LottieVector3D>.self, forKey: .anchor) position = try animatorContainer.decodeIfPresent(KeyframeGroup<LottieVector3D>.self, forKey: .position) scale = try animatorContainer.decodeIfPresent(KeyframeGroup<LottieVector3D>.self, forKey: .scale) skew = try animatorContainer.decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .skew) skewAxis = try animatorContainer.decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .skewAxis) rotationX = try animatorContainer.decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .rotationX) rotationY = try animatorContainer.decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .rotationY) if let rotation = try animatorContainer.decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .rotation) { rotationZ = rotation } else if let rotation = try animatorContainer.decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .rotationZ) { rotationZ = rotation } else { rotationZ = nil } opacity = try animatorContainer.decodeIfPresent(KeyframeGroup<LottieVector1D>.self, forKey: .opacity) } init(dictionary: [String: Any]) throws { name = (try? dictionary.value(for: CodingKeys.name)) ?? "" let animatorDictionary: [String: Any] = try dictionary.value(for: CodingKeys.textAnimator) if let fillColorDictionary = animatorDictionary[TextAnimatorKeys.fillColor.rawValue] as? [String: Any] { fillColor = try? KeyframeGroup<LottieColor>(dictionary: fillColorDictionary) } else { fillColor = nil } if let strokeColorDictionary = animatorDictionary[TextAnimatorKeys.strokeColor.rawValue] as? [String: Any] { strokeColor = try? KeyframeGroup<LottieColor>(dictionary: strokeColorDictionary) } else { strokeColor = nil } if let strokeWidthDictionary = animatorDictionary[TextAnimatorKeys.strokeWidth.rawValue] as? [String: Any] { strokeWidth = try? KeyframeGroup<LottieVector1D>(dictionary: strokeWidthDictionary) } else { strokeWidth = nil } if let trackingDictionary = animatorDictionary[TextAnimatorKeys.tracking.rawValue] as? [String: Any] { tracking = try? KeyframeGroup<LottieVector1D>(dictionary: trackingDictionary) } else { tracking = nil } if let anchorDictionary = animatorDictionary[TextAnimatorKeys.anchor.rawValue] as? [String: Any] { anchor = try? KeyframeGroup<LottieVector3D>(dictionary: anchorDictionary) } else { anchor = nil } if let positionDictionary = animatorDictionary[TextAnimatorKeys.position.rawValue] as? [String: Any] { position = try? KeyframeGroup<LottieVector3D>(dictionary: positionDictionary) } else { position = nil } if let scaleDictionary = animatorDictionary[TextAnimatorKeys.scale.rawValue] as? [String: Any] { scale = try? KeyframeGroup<LottieVector3D>(dictionary: scaleDictionary) } else { scale = nil } if let skewDictionary = animatorDictionary[TextAnimatorKeys.skew.rawValue] as? [String: Any] { skew = try? KeyframeGroup<LottieVector1D>(dictionary: skewDictionary) } else { skew = nil } if let skewAxisDictionary = animatorDictionary[TextAnimatorKeys.skewAxis.rawValue] as? [String: Any] { skewAxis = try? KeyframeGroup<LottieVector1D>(dictionary: skewAxisDictionary) } else { skewAxis = nil } if let rotationDictionary = animatorDictionary[TextAnimatorKeys.rotationX.rawValue] as? [String: Any] { rotationX = try? KeyframeGroup<LottieVector1D>(dictionary: rotationDictionary) } else { rotationX = nil } if let rotationDictionary = animatorDictionary[TextAnimatorKeys.rotationY.rawValue] as? [String: Any] { rotationY = try? KeyframeGroup<LottieVector1D>(dictionary: rotationDictionary) } else { rotationY = nil } if let rotationDictionary = animatorDictionary[TextAnimatorKeys.rotation.rawValue] as? [String: Any] { rotationZ = try? KeyframeGroup<LottieVector1D>(dictionary: rotationDictionary) } else if let rotationDictionary = animatorDictionary[TextAnimatorKeys.rotationZ.rawValue] as? [String: Any] { rotationZ = try? KeyframeGroup<LottieVector1D>(dictionary: rotationDictionary) } else { rotationZ = nil } if let opacityDictionary = animatorDictionary[TextAnimatorKeys.opacity.rawValue] as? [String: Any] { opacity = try KeyframeGroup<LottieVector1D>(dictionary: opacityDictionary) } else { opacity = nil } } // MARK: Internal let name: String /// Anchor let anchor: KeyframeGroup<LottieVector3D>? /// Position let position: KeyframeGroup<LottieVector3D>? /// Scale let scale: KeyframeGroup<LottieVector3D>? /// Skew let skew: KeyframeGroup<LottieVector1D>? /// Skew Axis let skewAxis: KeyframeGroup<LottieVector1D>? /// Rotation on X axis let rotationX: KeyframeGroup<LottieVector1D>? /// Rotation on Y axis let rotationY: KeyframeGroup<LottieVector1D>? /// Rotation on Z axis let rotationZ: KeyframeGroup<LottieVector1D>? /// Opacity let opacity: KeyframeGroup<LottieVector1D>? /// Stroke Color let strokeColor: KeyframeGroup<LottieColor>? /// Fill Color let fillColor: KeyframeGroup<LottieColor>? /// Stroke Width let strokeWidth: KeyframeGroup<LottieVector1D>? /// Tracking let tracking: KeyframeGroup<LottieVector1D>? func encode(to encoder: Encoder) throws { var container = encoder.container(keyedBy: CodingKeys.self) var animatorContainer = container.nestedContainer(keyedBy: TextAnimatorKeys.self, forKey: .textAnimator) try animatorContainer.encodeIfPresent(fillColor, forKey: .fillColor) try animatorContainer.encodeIfPresent(strokeColor, forKey: .strokeColor) try animatorContainer.encodeIfPresent(strokeWidth, forKey: .strokeWidth) try animatorContainer.encodeIfPresent(tracking, forKey: .tracking) } // MARK: Private private enum CodingKeys: String, CodingKey { // case textSelector = "s" TODO case textAnimator = "a" case name = "nm" } private enum TextSelectorKeys: String, CodingKey { case start = "s" case end = "e" case offset = "o" } private enum TextAnimatorKeys: String, CodingKey { case fillColor = "fc" case strokeColor = "sc" case strokeWidth = "sw" case tracking = "t" case anchor = "a" case position = "p" case scale = "s" case skew = "sk" case skewAxis = "sa" case rotation = "r" case rotationX = "rx" case rotationY = "ry" case rotationZ = "rz" case opacity = "o" } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/Text/TextAnimator.swift
Swift
unknown
7,605
// // TextDocument.swift // lottie-swift // // Created by Brandon Withrow on 1/9/19. // // MARK: - TextJustification enum TextJustification: Int, Codable { case left case right case center } // MARK: - TextDocument final class TextDocument: Codable, DictionaryInitializable, AnyInitializable { // MARK: Lifecycle init(dictionary: [String: Any]) throws { text = try dictionary.value(for: CodingKeys.text) fontSize = try dictionary.value(for: CodingKeys.fontSize) fontFamily = try dictionary.value(for: CodingKeys.fontFamily) let justificationValue: Int = try dictionary.value(for: CodingKeys.justification) guard let justification = TextJustification(rawValue: justificationValue) else { throw InitializableError.invalidInput() } self.justification = justification tracking = try dictionary.value(for: CodingKeys.tracking) lineHeight = try dictionary.value(for: CodingKeys.lineHeight) baseline = try dictionary.value(for: CodingKeys.baseline) if let fillColorRawValue = dictionary[CodingKeys.fillColorData.rawValue] { fillColorData = try? LottieColor(value: fillColorRawValue) } else { fillColorData = nil } if let strokeColorRawValue = dictionary[CodingKeys.strokeColorData.rawValue] { strokeColorData = try? LottieColor(value: strokeColorRawValue) } else { strokeColorData = nil } strokeWidth = try? dictionary.value(for: CodingKeys.strokeWidth) strokeOverFill = try? dictionary.value(for: CodingKeys.strokeOverFill) if let textFramePositionRawValue = dictionary[CodingKeys.textFramePosition.rawValue] { textFramePosition = try? LottieVector3D(value: textFramePositionRawValue) } else { textFramePosition = nil } if let textFrameSizeRawValue = dictionary[CodingKeys.textFrameSize.rawValue] { textFrameSize = try? LottieVector3D(value: textFrameSizeRawValue) } else { textFrameSize = nil } } convenience init(value: Any) throws { guard let dictionary = value as? [String: Any] else { throw InitializableError.invalidInput() } try self.init(dictionary: dictionary) } // MARK: Internal /// The Text let text: String /// The Font size let fontSize: Double /// The Font Family let fontFamily: String /// Justification let justification: TextJustification /// Tracking let tracking: Int /// Line Height let lineHeight: Double /// Baseline let baseline: Double? /// Fill Color data let fillColorData: LottieColor? /// Scroke Color data let strokeColorData: LottieColor? /// Stroke Width let strokeWidth: Double? /// Stroke Over Fill let strokeOverFill: Bool? let textFramePosition: LottieVector3D? let textFrameSize: LottieVector3D? // MARK: Private private enum CodingKeys: String, CodingKey { case text = "t" case fontSize = "s" case fontFamily = "f" case justification = "j" case tracking = "tr" case lineHeight = "lh" case baseline = "ls" case fillColorData = "fc" case strokeColorData = "sc" case strokeWidth = "sw" case strokeOverFill = "of" case textFramePosition = "ps" case textFrameSize = "sz" } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Model/Text/TextDocument.swift
Swift
unknown
3,220
// Created by Cal Stephens on 12/13/21. // Copyright © 2021 Airbnb Inc. All rights reserved. import QuartzCore // MARK: - RootAnimationLayer /// A root `CALayer` responsible for playing a Lottie animation protocol RootAnimationLayer: CALayer { var lottieAnimationLayer: LottieAnimationLayer? { get set } var currentFrame: AnimationFrameTime { get set } var renderScale: CGFloat { get set } var respectAnimationFrameRate: Bool { get set } var _animationLayers: [CALayer] { get } var imageProvider: AnimationImageProvider { get set } var textProvider: AnimationKeypathTextProvider { get set } var fontProvider: AnimationFontProvider { get set } /// The `CAAnimation` key corresponding to the primary animation. /// - `LottieAnimationView` uses this key to check if the animation is still active var primaryAnimationKey: AnimationKey { get } /// Whether or not this layer is currently playing an animation /// - If the layer returns `nil`, `LottieAnimationView` determines if an animation /// is playing by checking if there is an active animation for `primaryAnimationKey` var isAnimationPlaying: Bool? { get } /// Instructs this layer to remove all `CAAnimation`s, /// other than the `CAAnimation` managed by `LottieAnimationView` (if applicable) func removeAnimations() func reloadImages() func forceDisplayUpdate() func logHierarchyKeypaths() func allHierarchyKeypaths() -> [String] func setValueProvider(_ valueProvider: AnyValueProvider, keypath: AnimationKeypath) func getValue(for keypath: AnimationKeypath, atFrame: AnimationFrameTime?) -> Any? func getOriginalValue(for keypath: AnimationKeypath, atFrame: AnimationFrameTime?) -> Any? func layer(for keypath: AnimationKeypath) -> CALayer? func animatorNodes(for keypath: AnimationKeypath) -> [AnimatorNode]? } // MARK: - AnimationKey enum AnimationKey { /// The primary animation and its key should be managed by `LottieAnimationView` case managed /// The primary animation always uses the given key case specific(String) }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/RootAnimationLayer.swift
Swift
unknown
2,061
// // AnimatorNodeDebugging.swift // lottie-swift // // Created by Brandon Withrow on 1/18/19. // extension AnimatorNode { func printNodeTree() { parentNode?.printNodeTree() LottieLogger.shared.info(String(describing: type(of: self))) if let group = self as? GroupNode { LottieLogger.shared.info("* |Children") group.rootNode?.printNodeTree() LottieLogger.shared.info("*") } else { LottieLogger.shared.info("|") } } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Utility/Debugging/AnimatorNodeDebugging.swift
Swift
unknown
473
// // LayerDebugging.swift // lottie-swift // // Created by Brandon Withrow on 1/24/19. // import QuartzCore // MARK: - LayerDebugStyle struct LayerDebugStyle { let anchorColor: CGColor let boundsColor: CGColor let anchorWidth: CGFloat let boundsWidth: CGFloat } // MARK: - LayerDebugging protocol LayerDebugging { var debugStyle: LayerDebugStyle { get } } // MARK: - CustomLayerDebugging protocol CustomLayerDebugging { func layerForDebugging() -> CALayer } // MARK: - DebugLayer class DebugLayer: CALayer { init(style: LayerDebugStyle) { super.init() zPosition = 1000 bounds = CGRect(x: 0, y: 0, width: style.anchorWidth, height: style.anchorWidth) backgroundColor = style.anchorColor } required init?(coder _: NSCoder) { fatalError("init(coder:) has not been implemented") } } extension CALayer { @nonobjc public func logLayerTree(withIndent: Int = 0) { var string = "" for _ in 0...withIndent { string = string + " " } string = string + "|_" + String(describing: self) LottieLogger.shared.info(string) if let sublayers { for sublayer in sublayers { sublayer.logLayerTree(withIndent: withIndent + 1) } } } } // MARK: - CompositionLayer + CustomLayerDebugging extension CompositionLayer: CustomLayerDebugging { func layerForDebugging() -> CALayer { contentsLayer } } extension CALayer { @nonobjc func setDebuggingState(visible: Bool) { var sublayers = sublayers if let cust = self as? CustomLayerDebugging { sublayers = cust.layerForDebugging().sublayers } if let sublayers { for i in 0..<sublayers.count { if let debugLayer = sublayers[i] as? DebugLayer { debugLayer.removeFromSuperlayer() break } } } if let sublayers { for sublayer in sublayers { sublayer.setDebuggingState(visible: visible) } } if visible { let style: LayerDebugStyle if let layerDebugging = self as? LayerDebugging { style = layerDebugging.debugStyle } else { style = LayerDebugStyle.defaultStyle() } let debugLayer = DebugLayer(style: style) var container = self if let cust = self as? CustomLayerDebugging { container = cust.layerForDebugging() } container.addSublayer(debugLayer) debugLayer.position = .zero borderWidth = style.boundsWidth borderColor = style.boundsColor } else { borderWidth = 0 borderColor = nil } } } // MARK: - MainThreadAnimationLayer + LayerDebugging extension MainThreadAnimationLayer: LayerDebugging { var debugStyle: LayerDebugStyle { LayerDebugStyle.topLayerStyle() } } // MARK: - NullCompositionLayer + LayerDebugging extension NullCompositionLayer: LayerDebugging { var debugStyle: LayerDebugStyle { LayerDebugStyle.nullLayerStyle() } } // MARK: - ShapeCompositionLayer + LayerDebugging extension ShapeCompositionLayer: LayerDebugging { var debugStyle: LayerDebugStyle { LayerDebugStyle.shapeLayerStyle() } } // MARK: - ShapeRenderLayer + LayerDebugging extension ShapeRenderLayer: LayerDebugging { var debugStyle: LayerDebugStyle { LayerDebugStyle.shapeRenderLayerStyle() } } extension LayerDebugStyle { static func defaultStyle() -> LayerDebugStyle { let anchorColor = CGColor.rgb(1, 0, 0) let boundsColor = CGColor.rgb(1, 1, 0) return LayerDebugStyle( anchorColor: anchorColor, boundsColor: boundsColor, anchorWidth: 10, boundsWidth: 2) } static func topLayerStyle() -> LayerDebugStyle { let anchorColor = CGColor.rgba(1, 0.5, 0, 0) let boundsColor = CGColor.rgb(0, 1, 0) return LayerDebugStyle( anchorColor: anchorColor, boundsColor: boundsColor, anchorWidth: 10, boundsWidth: 2) } static func nullLayerStyle() -> LayerDebugStyle { let anchorColor = CGColor.rgba(0, 0, 1, 0) let boundsColor = CGColor.rgb(0, 1, 0) return LayerDebugStyle( anchorColor: anchorColor, boundsColor: boundsColor, anchorWidth: 10, boundsWidth: 2) } static func shapeLayerStyle() -> LayerDebugStyle { let anchorColor = CGColor.rgba(0, 1, 0, 0) let boundsColor = CGColor.rgb(0, 1, 0) return LayerDebugStyle( anchorColor: anchorColor, boundsColor: boundsColor, anchorWidth: 10, boundsWidth: 2) } static func shapeRenderLayerStyle() -> LayerDebugStyle { let anchorColor = CGColor.rgba(0, 1, 1, 0) let boundsColor = CGColor.rgb(0, 1, 0) return LayerDebugStyle( anchorColor: anchorColor, boundsColor: boundsColor, anchorWidth: 10, boundsWidth: 2) } } extension [LayerModel] { var parents: [Int] { var array = [Int]() for layer in self { if let parent = layer.parent { array.append(parent) } else { array.append(-1) } } return array } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Utility/Debugging/LayerDebugging.swift
Swift
unknown
4,982
// Created by Cal Stephens on 1/28/22. // Copyright © 2022 Airbnb Inc. All rights reserved. enum TestHelpers { /// Whether or not snapshot tests are currently running in a test target static var snapshotTestsAreRunning = false /// Whether or not performance tests are currently running in a test target static var performanceTestsAreRunning = false }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Utility/Debugging/TestHelpers.swift
Swift
unknown
362
// // KeypathSearchableExtension.swift // lottie-swift // // Created by Brandon Withrow on 2/4/19. // import QuartzCore extension KeypathSearchable { func animatorNodes(for keyPath: AnimationKeypath) -> [AnimatorNode]? { // Make sure there is a current key path. guard let currentKey = keyPath.currentKey else { return nil } // Now try popping the keypath for wildcard / child search guard let nextKeypath = keyPath.popKey(keypathName) else { // We may be on the final keypath. Check for match. if let node = self as? AnimatorNode, currentKey.equalsKeypath(keypathName) { // This is the final keypath and matches self. Return.s return [node] } /// Nope. Stop Search return nil } var results: [AnimatorNode] = [] if let node = self as? AnimatorNode, nextKeypath.currentKey == nil { // Keypath matched self and was the final keypath. results.append(node) } for childNode in childKeypaths { // Check if the child has any nodes matching the next keypath. if let foundNodes = childNode.animatorNodes(for: nextKeypath) { results.append(contentsOf: foundNodes) } // In this case the current key is fuzzy, and both child and self match the next keyname. Keep digging! if currentKey.keyPathType == .fuzzyWildcard, let nextKeypath = keyPath.nextKeypath, nextKeypath.equalsKeypath(childNode.keypathName), let foundNodes = childNode.animatorNodes(for: keyPath) { results.append(contentsOf: foundNodes) } } guard results.count > 0 else { return nil } return results } func nodeProperties(for keyPath: AnimationKeypath) -> [AnyNodeProperty]? { guard let nextKeypath = keyPath.popKey(keypathName) else { /// Nope. Stop Search return nil } /// Keypath matches in some way. Continue the search. var results: [AnyNodeProperty] = [] /// Check if we have a property keypath yet if let propertyKey = nextKeypath.propertyKey, let property = keypathProperties[propertyKey] { /// We found a property! results.append(property) } if nextKeypath.nextKeypath != nil { /// Now check child keypaths. for child in childKeypaths { if let childProperties = child.nodeProperties(for: nextKeypath) { results.append(contentsOf: childProperties) } } } guard results.count > 0 else { return nil } return results } func layer(for keyPath: AnimationKeypath) -> CALayer? { if keyPath.nextKeypath == nil, let layerKey = keyPath.currentKey, layerKey.equalsKeypath(keypathName) { /// We found our layer! return keypathLayer } guard let nextKeypath = keyPath.popKey(keypathName) else { /// Nope. Stop Search return nil } /// Now check child keypaths. for child in childKeypaths { if let layer = child.layer(for: nextKeypath) { return layer } } return nil } /// Searches this layer's keypaths to find the keypath for the given layer func keypath(for layer: CALayer) -> AnimationKeypath? { let allKeypaths = layerKeypaths() return allKeypaths[layer] } /// Computes the list of animation keypaths that descend from this layer func allKeypaths(for keyPath: AnimationKeypath? = nil) -> [String] { var allKeypaths: [String] = [] let newKeypath: AnimationKeypath if let previousKeypath = keyPath { newKeypath = previousKeypath.appendingKey(keypathName) } else { newKeypath = AnimationKeypath(keys: [keypathName]) } allKeypaths.append(newKeypath.fullPath) for key in keypathProperties.keys { allKeypaths.append(newKeypath.appendingKey(key).fullPath) } for child in childKeypaths { allKeypaths.append(contentsOf: child.allKeypaths(for: newKeypath)) } return allKeypaths } /// Computes the list of animation keypaths that descend from this layer func layerKeypaths(for keyPath: AnimationKeypath? = nil) -> [CALayer: AnimationKeypath] { var allKeypaths: [CALayer: AnimationKeypath] = [:] let newKeypath: AnimationKeypath if let previousKeypath = keyPath { newKeypath = previousKeypath.appendingKey(keypathName) } else { newKeypath = AnimationKeypath(keys: [keypathName]) } if let layer = self as? CALayer { allKeypaths[layer] = newKeypath } for child in childKeypaths { for (layer, keypath) in child.layerKeypaths(for: newKeypath) { allKeypaths[layer] = keypath } } return allKeypaths } } extension AnimationKeypath { var currentKey: String? { keys.first } var nextKeypath: String? { guard keys.count > 1 else { return nil } return keys[1] } var propertyKey: String? { if nextKeypath == nil { /// There are no more keypaths. This is a property key. return currentKey } if keys.count == 2, currentKey?.keyPathType == .fuzzyWildcard { /// The next keypath is the last and the current is a fuzzy key. return nextKeypath } return nil } var fullPath: String { keys.joined(separator: ".") } // Pops the top keypath from the stack if the keyname matches. func popKey(_ keyname: String) -> AnimationKeypath? { guard let currentKey, currentKey.equalsKeypath(keyname), keys.count > 1 else { // Current key either doesnt match or we are on the last key. return nil } // Pop the keypath from the stack and return the new stack. let newKeys: [String] if currentKey.keyPathType == .fuzzyWildcard { /// Dont remove if current key is a fuzzy wildcard, and if the next keypath doesnt equal keypathname if let nextKeypath, nextKeypath.equalsKeypath(keyname) { /// Remove next two keypaths. This keypath breaks the wildcard. var oldKeys = keys oldKeys.remove(at: 0) oldKeys.remove(at: 0) newKeys = oldKeys } else { newKeys = keys } } else { var oldKeys = keys oldKeys.remove(at: 0) newKeys = oldKeys } return AnimationKeypath(keys: newKeys) } func appendingKey(_ key: String) -> AnimationKeypath { var newKeys = keys newKeys.append(key) return AnimationKeypath(keys: newKeys) } } extension String { var keyPathType: KeyType { switch self { case "*": return .wildcard case "**": return .fuzzyWildcard default: return .specific } } func equalsKeypath(_ keyname: String) -> Bool { if keyPathType == .wildcard || keyPathType == .fuzzyWildcard { return true } if self == keyname { return true } if let index = firstIndex(of: "*") { // Wildcard search. let prefix = String(prefix(upTo: index)) let suffix = String(suffix(from: self.index(after: index))) if prefix.count > 0 { // Match prefix. if keyname.count < prefix.count { return false } let testPrefix = String(keyname.prefix(upTo: keyname.index(keyname.startIndex, offsetBy: prefix.count))) if testPrefix != prefix { // Prefix doesnt match return false } } if suffix.count > 0 { // Match suffix. if keyname.count < suffix.count { // Suffix doesnt match return false } let index = keyname.index(keyname.endIndex, offsetBy: -suffix.count) let testSuffix = String(keyname.suffix(from: index)) if testSuffix != suffix { return false } } return true } return false } } // MARK: - KeyType enum KeyType { case specific case wildcard case fuzzyWildcard }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Utility/Extensions/AnimationKeypathExtension.swift
Swift
unknown
7,901
// // File.swift // // // Created by Denis Koryttsev on 10.05.2022. // extension BlendMode { /// The Core Image filter name for this `BlendMode`, that can be applied to a `CALayer`'s `compositingFilter`. /// Supported compositing filters are defined here: https://developer.apple.com/library/archive/documentation/GraphicsImaging/Reference/CoreImageFilterReference/index.html#//apple_ref/doc/uid/TP30000136-SW71 var filterName: String? { switch self { case .normal: return nil case .multiply: return "multiplyBlendMode" case .screen: return "screenBlendMode" case .overlay: return "overlayBlendMode" case .darken: return "darkenBlendMode" case .lighten: return "lightenBlendMode" case .colorDodge: return "colorDodgeBlendMode" case .colorBurn: return "colorBurnBlendMode" case .hardLight: return "hardLightBlendMode" case .softLight: return "softLightBlendMode" case .difference: return "differenceBlendMode" case .exclusion: return "exclusionBlendMode" case .hue: return "hueBlendMode" case .saturation: return "saturationBlendMode" case .color: return "colorBlendMode" case .luminosity: return "luminosityBlendMode" } } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Utility/Extensions/BlendMode+Filter.swift
Swift
unknown
1,207
// Created by Cal Stephens on 1/7/22. // Copyright © 2022 Airbnb Inc. All rights reserved. import QuartzCore extension CGColor { /// Initializes a `CGColor` using the given `RGB` values static func rgb(_ red: CGFloat, _ green: CGFloat, _ blue: CGFloat) -> CGColor { rgba(red, green, blue, 1.0) } /// Initializes a `CGColor` using the given grayscale value static func gray(_ gray: CGFloat) -> CGColor { CGColor( colorSpace: CGColorSpaceCreateDeviceGray(), components: [gray, 1.0])! } /// Initializes a `CGColor` using the given `RGBA` values static func rgba(_ red: CGFloat, _ green: CGFloat, _ blue: CGFloat, _ alpha: CGFloat) -> CGColor { CGColor( colorSpace: LottieConfiguration.shared.colorSpace, components: [red, green, blue, alpha])! } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Utility/Extensions/CGColor+RGB.swift
Swift
unknown
804
// // CGFloatExtensions.swift // lottie-swift // // Created by Brandon Withrow on 1/14/19. // import Foundation import QuartzCore extension CGFloat { // MARK: Internal var squared: CGFloat { self * self } var cubed: CGFloat { self * self * self } var cubicRoot: CGFloat { CGFloat(pow(Double(self), 1.0 / 3.0)) } func isInRangeOrEqual(_ from: CGFloat, _ to: CGFloat) -> Bool { from <= self && self <= to } func isInRange(_ from: CGFloat, _ to: CGFloat) -> Bool { from < self && self < to } func cubicBezierInterpolate(_ P0: CGPoint, _ P1: CGPoint, _ P2: CGPoint, _ P3: CGPoint) -> CGFloat { var t: CGFloat if self == P0.x { // Handle corner cases explicitly to prevent rounding errors t = 0 } else if self == P3.x { t = 1 } else { // Calculate t let a = -P0.x + 3 * P1.x - 3 * P2.x + P3.x; let b = 3 * P0.x - 6 * P1.x + 3 * P2.x; let c = -3 * P0.x + 3 * P1.x; let d = P0.x - self; let tTemp = CGFloat.SolveCubic(a, b, c, d); if tTemp == -1 { return -1; } t = tTemp } // Calculate y from t return (1 - t).cubed * P0.y + 3 * t * (1 - t).squared * P1.y + 3 * t.squared * (1 - t) * P2.y + t.cubed * P3.y; } func cubicBezier(_ t: CGFloat, _ c1: CGFloat, _ c2: CGFloat, _ end: CGFloat) -> CGFloat { let t_ = (1.0 - t) let tt_ = t_ * t_ let ttt_ = t_ * t_ * t_ let tt = t * t let ttt = t * t * t return self * ttt_ + 3.0 * c1 * tt_ * t + 3.0 * c2 * t_ * tt + end * ttt; } // MARK: Fileprivate fileprivate static func SolveQuadratic(_ a: CGFloat, _ b: CGFloat, _ c: CGFloat) -> CGFloat { var result = (-b + sqrt(b.squared - 4 * a * c)) / (2 * a); guard !result.isInRangeOrEqual(0, 1) else { return result } result = (-b - sqrt(b.squared - 4 * a * c)) / (2 * a); guard !result.isInRangeOrEqual(0, 1) else { return result } return -1; } fileprivate static func SolveCubic(_ a: CGFloat, _ b: CGFloat, _ c: CGFloat, _ d: CGFloat) -> CGFloat { if a == 0 { return SolveQuadratic(b, c, d) } if d == 0 { return 0 } let a = a var b = b var c = c var d = d b /= a c /= a d /= a var q = (3.0 * c - b.squared) / 9.0 let r = (-27.0 * d + b * (9.0 * c - 2.0 * b.squared)) / 54.0 let disc = q.cubed + r.squared let term1 = b / 3.0 if disc > 0 { var s = r + sqrt(disc) s = (s < 0) ? -((-s).cubicRoot) : s.cubicRoot var t = r - sqrt(disc) t = (t < 0) ? -((-t).cubicRoot) : t.cubicRoot let result = -term1 + s + t; if result.isInRangeOrEqual(0, 1) { return result } } else if disc == 0 { let r13 = (r < 0) ? -((-r).cubicRoot) : r.cubicRoot; var result = -term1 + 2.0 * r13; if result.isInRangeOrEqual(0, 1) { return result } result = -(r13 + term1); if result.isInRangeOrEqual(0, 1) { return result } } else { q = -q; var dum1 = q * q * q; dum1 = acos(r / sqrt(dum1)); let r13 = 2.0 * sqrt(q); var result = -term1 + r13 * cos(dum1 / 3.0); if result.isInRangeOrEqual(0, 1) { return result } result = -term1 + r13 * cos((dum1 + 2.0 * .pi) / 3.0); if result.isInRangeOrEqual(0, 1) { return result } result = -term1 + r13 * cos((dum1 + 4.0 * .pi) / 3.0); if result.isInRangeOrEqual(0, 1) { return result } } return -1; } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Utility/Extensions/CGFloatExtensions.swift
Swift
unknown
3,571
// // DataExtension.swift // Lottie // // Created by René Fouquet on 03.05.21. // #if canImport(UIKit) import UIKit #elseif canImport(AppKit) import AppKit #endif extension Data { init(assetName: String, in bundle: Bundle) throws { #if canImport(UIKit) if let asset = NSDataAsset(name: assetName, bundle: bundle) { self = asset.data return } else { throw DotLottieError.assetNotFound(name: assetName, bundle: bundle) } #else if #available(macOS 10.11, *) { if let asset = NSDataAsset(name: assetName, bundle: bundle) { self = asset.data return } else { throw DotLottieError.assetNotFound(name: assetName, bundle: bundle) } } throw DotLottieError.loadingFromAssetNotSupported #endif } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Utility/Extensions/DataExtension.swift
Swift
unknown
793
// // MathKit.swift // UIToolBox // // Created by Brandon Withrow on 10/10/18. // // From https://github.com/buba447/UIToolBox import CoreGraphics import Foundation extension Int { var cgFloat: CGFloat { CGFloat(self) } } extension Double { var cgFloat: CGFloat { CGFloat(self) } } // MARK: - CGFloat + Interpolatable extension CGFloat { func remap(fromLow: CGFloat, fromHigh: CGFloat, toLow: CGFloat, toHigh: CGFloat) -> CGFloat { guard (fromHigh - fromLow) != 0 else { // Would produce NAN return 0 } return toLow + (self - fromLow) * (toHigh - toLow) / (fromHigh - fromLow) } /// Returns a value that is clamped between the two numbers /// /// 1. The order of arguments does not matter. func clamp(_ a: CGFloat, _ b: CGFloat) -> CGFloat { CGFloat(Double(self).clamp(Double(a), Double(b))) } /// Returns the difference between the receiver and the given number. /// - Parameter absolute: If *true* (Default) the returned value will always be positive. func diff(_ a: CGFloat, absolute: Bool = true) -> CGFloat { absolute ? abs(a - self) : a - self } func toRadians() -> CGFloat { self * .pi / 180 } func toDegrees() -> CGFloat { self * 180 / .pi } } // MARK: - Double extension Double { func remap(fromLow: Double, fromHigh: Double, toLow: Double, toHigh: Double) -> Double { toLow + (self - fromLow) * (toHigh - toLow) / (fromHigh - fromLow) } /// Returns a value that is clamped between the two numbers /// /// 1. The order of arguments does not matter. func clamp(_ a: Double, _ b: Double) -> Double { let minValue = a <= b ? a : b let maxValue = a <= b ? b : a return max(min(self, maxValue), minValue) } } extension CGRect { // MARK: Lifecycle /// Initializes a new CGRect with a center point and size. init(center: CGPoint, size: CGSize) { self.init( x: center.x - (size.width * 0.5), y: center.y - (size.height * 0.5), width: size.width, height: size.height) } // MARK: Internal /// Returns the total area of the rect. var area: CGFloat { width * height } /// The center point of the rect. Settable. var center: CGPoint { get { CGPoint(x: midX, y: midY) } set { origin = CGPoint( x: newValue.x - (size.width * 0.5), y: newValue.y - (size.height * 0.5)) } } /// The top left point of the rect. Settable. var topLeft: CGPoint { get { CGPoint(x: minX, y: minY) } set { origin = CGPoint( x: newValue.x, y: newValue.y) } } /// The bottom left point of the rect. Settable. var bottomLeft: CGPoint { get { CGPoint(x: minX, y: maxY) } set { origin = CGPoint( x: newValue.x, y: newValue.y - size.height) } } /// The top right point of the rect. Settable. var topRight: CGPoint { get { CGPoint(x: maxX, y: minY) } set { origin = CGPoint( x: newValue.x - size.width, y: newValue.y) } } /// The bottom right point of the rect. Settable. var bottomRight: CGPoint { get { CGPoint(x: maxX, y: maxY) } set { origin = CGPoint( x: newValue.x - size.width, y: newValue.y - size.height) } } } extension CGSize { /// Operator convenience to add sizes with + static func +(left: CGSize, right: CGSize) -> CGSize { left.add(right) } /// Operator convenience to subtract sizes with - static func -(left: CGSize, right: CGSize) -> CGSize { left.subtract(right) } /// Operator convenience to multiply sizes with * static func *(left: CGSize, right: CGFloat) -> CGSize { CGSize(width: left.width * right, height: left.height * right) } /// Returns the scale float that will fit the receive inside of the given size. func scaleThatFits(_ size: CGSize) -> CGFloat { CGFloat.minimum(width / size.width, height / size.height) } /// Adds receiver size to give size. func add(_ size: CGSize) -> CGSize { CGSize(width: width + size.width, height: height + size.height) } /// Subtracts given size from receiver size. func subtract(_ size: CGSize) -> CGSize { CGSize(width: width - size.width, height: height - size.height) } /// Multiplies receiver size by the given size. func multiply(_ size: CGSize) -> CGSize { CGSize(width: width * size.width, height: height * size.height) } } // MARK: - CGLine /// A struct that defines a line segment with two CGPoints struct CGLine { // MARK: Lifecycle /// Initializes a line segment with start and end points init(start: CGPoint, end: CGPoint) { self.start = start self.end = end } // MARK: Internal /// The Start of the line segment. var start: CGPoint /// The End of the line segment. var end: CGPoint /// The length of the line segment. var length: CGFloat { end.distanceTo(start) } /// Returns a line segment that is normalized to a length of 1 func normalize() -> CGLine { let len = length guard len > 0 else { return self } let relativeEnd = end - start let relativeVector = CGPoint(x: relativeEnd.x / len, y: relativeEnd.y / len) let absoluteVector = relativeVector + start return CGLine(start: start, end: absoluteVector) } /// Trims a line segment to the given length func trimmedToLength(_ toLength: CGFloat) -> CGLine { let len = length guard len > 0 else { return self } let relativeEnd = end - start let relativeVector = CGPoint(x: relativeEnd.x / len, y: relativeEnd.y / len) let sizedVector = CGPoint(x: relativeVector.x * toLength, y: relativeVector.y * toLength) let absoluteVector = sizedVector + start return CGLine(start: start, end: absoluteVector) } /// Flips a line vertically and horizontally from the start point. func flipped() -> CGLine { let relativeEnd = end - start let flippedEnd = CGPoint(x: relativeEnd.x * -1, y: relativeEnd.y * -1) return CGLine(start: start, end: flippedEnd + start) } /// Move the line to the new start point. func transpose(_ toPoint: CGPoint) -> CGLine { let diff = toPoint - start let newEnd = end + diff return CGLine(start: toPoint, end: newEnd) } } infix operator +| infix operator +- extension CGPoint { /// Returns the length between the receiver and *CGPoint.zero* var vectorLength: CGFloat { distanceTo(.zero) } var isZero: Bool { x == 0 && y == 0 } /// Operator convenience to divide points with / static func / (lhs: CGPoint, rhs: CGFloat) -> CGPoint { CGPoint(x: lhs.x / CGFloat(rhs), y: lhs.y / CGFloat(rhs)) } /// Operator convenience to multiply points with * static func * (lhs: CGPoint, rhs: CGFloat) -> CGPoint { CGPoint(x: lhs.x * CGFloat(rhs), y: lhs.y * CGFloat(rhs)) } /// Operator convenience to add points with + static func +(left: CGPoint, right: CGPoint) -> CGPoint { left.add(right) } /// Operator convenience to subtract points with - static func -(left: CGPoint, right: CGPoint) -> CGPoint { left.subtract(right) } static func +|(left: CGPoint, right: CGFloat) -> CGPoint { CGPoint(x: left.x, y: left.y + right) } static func +-(left: CGPoint, right: CGFloat) -> CGPoint { CGPoint(x: left.x + right, y: left.y) } /// Returns the distance between the receiver and the given point. func distanceTo(_ a: CGPoint) -> CGFloat { let xDist = a.x - x let yDist = a.y - y return CGFloat(sqrt((xDist * xDist) + (yDist * yDist))) } func rounded(decimal: CGFloat) -> CGPoint { CGPoint(x: round(decimal * x) / decimal, y: round(decimal * y) / decimal) } func interpolate( _ to: CGPoint, outTangent: CGPoint, inTangent: CGPoint, amount: CGFloat, maxIterations: Int = 3, samples: Int = 20, accuracy: CGFloat = 1) -> CGPoint { if amount == 0 { return self } if amount == 1 { return to } if colinear(outTangent, inTangent) == true, outTangent.colinear(inTangent, to) == true { return interpolate(to: to, amount: amount) } let step = 1 / CGFloat(samples) var points: [(point: CGPoint, distance: CGFloat)] = [(point: self, distance: 0)] var totalLength: CGFloat = 0 var previousPoint = self var previousAmount = CGFloat(0) var closestPoint = 0 while previousAmount < 1 { previousAmount = previousAmount + step if previousAmount < amount { closestPoint = closestPoint + 1 } let newPoint = pointOnPath(to, outTangent: outTangent, inTangent: inTangent, amount: previousAmount) let distance = previousPoint.distanceTo(newPoint) totalLength = totalLength + distance points.append((point: newPoint, distance: totalLength)) previousPoint = newPoint } let accurateDistance = amount * totalLength var point = points[closestPoint] var foundPoint = false var pointAmount = CGFloat(closestPoint) * step var nextPointAmount: CGFloat = pointAmount + step var refineIterations = 0 while foundPoint == false { refineIterations = refineIterations + 1 /// First see if the next point is still less than the projected length. let nextPoint = points[min(closestPoint + 1, points.indices.last!)] if nextPoint.distance < accurateDistance { point = nextPoint closestPoint = closestPoint + 1 pointAmount = CGFloat(closestPoint) * step nextPointAmount = pointAmount + step if closestPoint == points.count { foundPoint = true } continue } if accurateDistance < point.distance { closestPoint = closestPoint - 1 if closestPoint < 0 { foundPoint = true continue } point = points[closestPoint] pointAmount = CGFloat(closestPoint) * step nextPointAmount = pointAmount + step continue } /// Now we are certain the point is the closest point under the distance let pointDiff = nextPoint.distance - point.distance let proposedPointAmount = ((accurateDistance - point.distance) / pointDiff) .remap(fromLow: 0, fromHigh: 1, toLow: pointAmount, toHigh: nextPointAmount) let newPoint = pointOnPath(to, outTangent: outTangent, inTangent: inTangent, amount: proposedPointAmount) let newDistance = point.distance + point.point.distanceTo(newPoint) pointAmount = proposedPointAmount point = (point: newPoint, distance: newDistance) if accurateDistance - newDistance <= accuracy || newDistance - accurateDistance <= accuracy { foundPoint = true } if refineIterations == maxIterations { foundPoint = true } } return point.point } func pointOnPath(_ to: CGPoint, outTangent: CGPoint, inTangent: CGPoint, amount: CGFloat) -> CGPoint { let a = interpolate(to: outTangent, amount: amount) let b = outTangent.interpolate(to: inTangent, amount: amount) let c = inTangent.interpolate(to: to, amount: amount) let d = a.interpolate(to: b, amount: amount) let e = b.interpolate(to: c, amount: amount) let f = d.interpolate(to: e, amount: amount) return f } func colinear(_ a: CGPoint, _ b: CGPoint) -> Bool { let area = x * (a.y - b.y) + a.x * (b.y - y) + b.x * (y - a.y); let accuracy: CGFloat = 0.05 if area < accuracy, area > -accuracy { return true } return false } /// Subtracts the given point from the receiving point. func subtract(_ point: CGPoint) -> CGPoint { CGPoint( x: x - point.x, y: y - point.y) } /// Adds the given point from the receiving point. func add(_ point: CGPoint) -> CGPoint { CGPoint( x: x + point.x, y: y + point.y) } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Utility/Extensions/MathKit.swift
Swift
unknown
11,910
// // StringExtensions.swift // lottie-swift // // Created by Brandon Withrow on 1/25/19. // import CoreGraphics import Foundation extension String { var cgColor: CGColor { let (red, green, blue) = hexColorComponents() return .rgb(red, green, blue) } var lottieColor: LottieColor { let (red, green, blue) = hexColorComponents() return .init(r: red, g: green, b: blue, a: 1.0) } func hexColorComponents() -> (red: CGFloat, green: CGFloat, blue: CGFloat) { var cString: String = trimmingCharacters(in: .whitespacesAndNewlines).uppercased() if cString.hasPrefix("#") { cString.remove(at: cString.startIndex) } if (cString.count) != 6 { return (red: 0, green: 0, blue: 0) } var rgbValue: UInt64 = 0 Scanner(string: cString).scanHexInt64(&rgbValue) return ( red: CGFloat((rgbValue & 0xFF0000) >> 16) / 255.0, green: CGFloat((rgbValue & 0x00FF00) >> 8) / 255.0, blue: CGFloat(rgbValue & 0x0000FF) / 255.0) } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Utility/Extensions/StringExtensions.swift
Swift
unknown
1,007
// // AnimationContext.swift // lottie-swift // // Created by Brandon Withrow on 2/1/19. // import Foundation import QuartzCore /// A completion block for animations. /// - `true` is passed in if the animation completed playing. /// - `false` is passed in if the animation was interrupted and did not complete playing. public typealias LottieCompletionBlock = (_ completed: Bool) -> Void // MARK: - AnimationContext struct AnimationContext { init( playFrom: AnimationFrameTime, playTo: AnimationFrameTime, closure: LottieCompletionBlock?) { self.playTo = playTo self.playFrom = playFrom self.closure = AnimationCompletionDelegate(completionBlock: closure) } var playFrom: AnimationFrameTime var playTo: AnimationFrameTime var closure: AnimationCompletionDelegate } // MARK: Equatable extension AnimationContext: Equatable { /// Whether or not the two given `AnimationContext`s are functionally equivalent /// - This checks whether or not a completion handler was provided, /// but does not check whether or not the two completion handlers are equivalent. static func == (_ lhs: AnimationContext, _ rhs: AnimationContext) -> Bool { lhs.playTo == rhs.playTo && lhs.playFrom == rhs.playFrom && (lhs.closure.completionBlock == nil) == (rhs.closure.completionBlock == nil) } } // MARK: - AnimationContextState enum AnimationContextState { case playing case cancelled case complete } // MARK: - AnimationCompletionDelegate class AnimationCompletionDelegate: NSObject, CAAnimationDelegate { // MARK: Lifecycle init(completionBlock: LottieCompletionBlock?) { self.completionBlock = completionBlock super.init() } // MARK: Public public func animationDidStop(_ anim: CAAnimation, finished flag: Bool) { guard ignoreDelegate == false else { return } animationState = flag ? .complete : .cancelled if let animationLayer, let key = animationKey { animationLayer.removeAnimation(forKey: key) if flag { animationLayer.currentFrame = (anim as! CABasicAnimation).toValue as! CGFloat } } if let completionBlock { completionBlock(flag) } } // MARK: Internal var animationLayer: RootAnimationLayer? var animationKey: String? var ignoreDelegate = false var animationState: AnimationContextState = .playing let completionBlock: LottieCompletionBlock? }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Utility/Helpers/AnimationContext.swift
Swift
unknown
2,417
// Created by miguel_jimenez on 8/2/23. // Copyright © 2023 Airbnb Inc. All rights reserved. // MARK: - AnyEquatable struct AnyEquatable { private let value: Any private let equals: (Any) -> Bool init<T: Equatable>(_ value: T) { self.value = value equals = { $0 as? T == value } } } // MARK: Equatable extension AnyEquatable: Equatable { static func ==(lhs: AnyEquatable, rhs: AnyEquatable) -> Bool { lhs.equals(rhs.value) } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Utility/Helpers/AnyEquatable.swift
Swift
unknown
457
// Created by miguel_jimenez on 7/27/23. // Copyright © 2023 Airbnb Inc. All rights reserved. #if canImport(SwiftUI) import SwiftUI @available(iOS 13.0, tvOS 13.0, macOS 10.15, *) extension Binding { /// Helper to transform a `Binding` from one `Value` type to another. func map<Transformed>(transform: @escaping (Value) -> Transformed) -> Binding<Transformed> { .init { transform(wrappedValue) } set: { newValue in guard let newValue = newValue as? Value else { return } self.wrappedValue = newValue } } } #endif
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Utility/Helpers/Binding+Map.swift
Swift
unknown
554
// Created by miguel_jimenez on 7/26/23. // Copyright © 2023 Airbnb Inc. All rights reserved. #if canImport(Combine) && canImport(SwiftUI) import Combine import SwiftUI @available(iOS 13.0, tvOS 13.0, macOS 10.15, *) extension View { /// A backwards compatible wrapper for iOS 14 `onChange` @ViewBuilder func valueChanged<T: Equatable>(value: T, onChange: @escaping (T) -> Void) -> some View { if #available(iOS 14.0, *, macOS 11.0, tvOS 14.0) { self.onChange(of: value, perform: onChange) } else { onReceive(Just(value)) { value in onChange(value) } } } } #endif
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Utility/Helpers/View+ValueChanged.swift
Swift
unknown
613
// // InterpolatableExtensions.swift // lottie-swift // // Created by Brandon Withrow on 1/14/19. // import CoreGraphics import Foundation extension LottieColor { // MARK: Lifecycle /// Initialize a new color with Hue Saturation and Value init(h: Double, s: Double, v: Double, a: Double) { let i = floor(h * 6) let f = h * 6 - i let p = v * (1 - s); let q = v * (1 - f * s) let t = v * (1 - (1 - f) * s) switch i.truncatingRemainder(dividingBy: 6) { case 0: r = v g = t b = p case 1: r = q g = v b = p case 2: r = p g = v b = t case 3: r = p g = q b = v case 4: r = t g = p b = v case 5: r = v g = p b = q default: r = 0 g = 0 b = 0 } self.a = a } init(y: Double, u: Double, v: Double, a: Double) { // From https://www.fourcc.org/fccyvrgb.php r = y + 1.403 * v g = y - 0.344 * u b = y + 1.770 * u self.a = a } // MARK: Internal /// Hue Saturation Value of the color. var hsva: (h: Double, s: Double, v: Double, a: Double) { let maxValue = max(r, g, b) let minValue = min(r, g, b) var h: Double, s: Double, v: Double = maxValue let d = maxValue - minValue s = maxValue == 0 ? 0 : d / maxValue; if maxValue == minValue { h = 0; // achromatic } else { switch maxValue { case r: h = (g - b) / d + (g < b ? 6 : 0) case g: h = (b - r) / d + 2 case b: h = (r - g) / d + 4 default: h = maxValue } h = h / 6 } return (h: h, s: s, v: v, a: a) } var yuv: (y: Double, u: Double, v: Double, a: Double) { /// From https://www.fourcc.org/fccyvrgb.php let y = 0.299 * r + 0.587 * g + 0.114 * b let u = -0.14713 * r - 0.28886 * g + 0.436 * b let v = 0.615 * r - 0.51499 * g - 0.10001 * b return (y: y, u: u, v: v, a: a) } } // MARK: - CurveVertex + Interpolatable extension CurveVertex: Interpolatable { func interpolate(to: CurveVertex, amount: CGFloat) -> CurveVertex { CurveVertex( point: point.interpolate(to: to.point, amount: amount), inTangent: inTangent.interpolate(to: to.inTangent, amount: amount), outTangent: outTangent.interpolate(to: to.outTangent, amount: amount)) } } // MARK: - BezierPath + Interpolatable extension BezierPath: Interpolatable { func interpolate(to: BezierPath, amount: CGFloat) -> BezierPath { var newPath = BezierPath() for i in 0..<min(elements.count, to.elements.count) { let fromVertex = elements[i].vertex let toVertex = to.elements[i].vertex newPath.addVertex(fromVertex.interpolate(to: toVertex, amount: amount)) } return newPath } } // MARK: - TextDocument + Interpolatable extension TextDocument: Interpolatable { func interpolate(to: TextDocument, amount: CGFloat) -> TextDocument { if amount == 1 { return to } return self } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Utility/Interpolatable/InterpolatableExtensions.swift
Swift
unknown
2,997
// // KeyframeExtensions.swift // lottie-swift // // Created by Brandon Withrow on 1/14/19. // import CoreGraphics import Foundation extension Keyframe where T: AnyInterpolatable { func interpolate(to: Keyframe<T>, progress: CGFloat) -> T { value._interpolate( to: to.value, amount: progress, spatialOutTangent: spatialOutTangent?.pointValue, spatialInTangent: to.spatialInTangent?.pointValue) } } extension Keyframe { /// Interpolates the keyTime into a value from 0-1 func interpolatedProgress(_ to: Keyframe, keyTime: CGFloat) -> CGFloat { let startTime = time let endTime = to.time if keyTime <= startTime { return 0 } if endTime <= keyTime { return 1 } if isHold { return 0 } let outTanPoint = outTangent?.pointValue ?? .zero let inTanPoint = to.inTangent?.pointValue ?? CGPoint(x: 1, y: 1) var progress: CGFloat = keyTime.remap(fromLow: startTime, fromHigh: endTime, toLow: 0, toHigh: 1) if !outTanPoint.isZero || !inTanPoint.equalTo(CGPoint(x: 1, y: 1)) { /// Cubic interpolation progress = progress.cubicBezierInterpolate(.zero, outTanPoint, inTanPoint, CGPoint(x: 1, y: 1)) } return progress } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Utility/Interpolatable/KeyframeExtensions.swift
Swift
unknown
1,237
// // KeyframeInterpolator.swift // lottie-swift // // Created by Brandon Withrow on 1/15/19. // import CoreGraphics import Foundation // MARK: - KeyframeInterpolator /// A value provider that produces a value at Time from a group of keyframes final class KeyframeInterpolator<ValueType>: ValueProvider where ValueType: AnyInterpolatable { // MARK: Lifecycle init(keyframes: ContiguousArray<Keyframe<ValueType>>) { self.keyframes = keyframes } // MARK: Internal let keyframes: ContiguousArray<Keyframe<ValueType>> var valueType: Any.Type { ValueType.self } var storage: ValueProviderStorage<ValueType> { .closure { [self] frame in // First set the keyframe span for the frame. updateSpanIndices(frame: frame) lastUpdatedFrame = frame // If only one keyframe return its value let progress: CGFloat let value: ValueType if let leading = leadingKeyframe, let trailing = trailingKeyframe { /// We have leading and trailing keyframe. progress = leading.interpolatedProgress(trailing, keyTime: frame) value = leading.interpolate(to: trailing, progress: progress) } else if let leading = leadingKeyframe { progress = 0 value = leading.value } else if let trailing = trailingKeyframe { progress = 1 value = trailing.value } else { /// Satisfy the compiler. progress = 0 value = keyframes[0].value } return value } } /// Returns true to trigger a frame update for this interpolator. /// /// An interpolator will be asked if it needs to update every frame. /// If the interpolator needs updating it will be asked to compute its value for /// the given frame. /// /// Cases a keyframe should not be updated: /// - If time is in span and leading keyframe is hold /// - If time is after the last keyframe. /// - If time is before the first keyframe /// /// Cases for updating a keyframe: /// - If time is in the span, and is not a hold /// - If time is outside of the span, and there are more keyframes /// - If a value delegate is set /// - If leading and trailing are both nil. func hasUpdate(frame: CGFloat) -> Bool { if lastUpdatedFrame == nil { return true } if let leading = leadingKeyframe, trailingKeyframe == nil, leading.time < frame { /// Frame is after bounds of keyframes return false } if let trailing = trailingKeyframe, leadingKeyframe == nil, frame < trailing.time { /// Frame is before bounds of keyframes return false } if let leading = leadingKeyframe, let trailing = trailingKeyframe, leading.isHold, leading.time < frame, frame < trailing.time { return false } return true } // MARK: Fileprivate fileprivate var lastUpdatedFrame: CGFloat? fileprivate var leadingIndex: Int? = nil fileprivate var trailingIndex: Int? = nil fileprivate var leadingKeyframe: Keyframe<ValueType>? = nil fileprivate var trailingKeyframe: Keyframe<ValueType>? = nil /// Finds the appropriate Leading and Trailing keyframe index for the given time. fileprivate func updateSpanIndices(frame: CGFloat) { guard keyframes.count > 0 else { leadingIndex = nil trailingIndex = nil leadingKeyframe = nil trailingKeyframe = nil return } // This function searches through the array to find the span of two keyframes // that contain the current time. // // We could use Array.first(where:) but that would search through the entire array // each frame. // Instead we track the last used index and search either forwards or // backwards from there. This reduces the iterations and complexity from // // O(n), where n is the length of the sequence to // O(n), where n is the number of items after or before the last used index. // if keyframes.count == 1 { /// Only one keyframe. Set it as first and move on. leadingIndex = 0 trailingIndex = nil leadingKeyframe = keyframes[0] trailingKeyframe = nil return } /// Sets the initial keyframes. This is often only needed for the first check. if leadingIndex == nil, trailingIndex == nil { if frame < keyframes[0].time { /// Time is before the first keyframe. Set it as the trailing. trailingIndex = 0 } else { /// Time is after the first keyframe. Set the keyframe and the trailing. leadingIndex = 0 trailingIndex = 1 } } if let currentTrailing = trailingIndex, keyframes[currentTrailing].time <= frame { /// Time is after the current span. Iterate forward. var newLeading = currentTrailing var keyframeFound = false while !keyframeFound { leadingIndex = newLeading trailingIndex = keyframes.validIndex(newLeading + 1) guard let trailing = trailingIndex else { /// We have reached the end of our keyframes. Time is after the last keyframe. keyframeFound = true continue } if frame < keyframes[trailing].time { /// Keyframe in current span. keyframeFound = true continue } /// Advance the array. newLeading = trailing } } else if let currentLeading = leadingIndex, frame < keyframes[currentLeading].time { /// Time is before the current span. Iterate backwards var newTrailing = currentLeading var keyframeFound = false while !keyframeFound { leadingIndex = keyframes.validIndex(newTrailing - 1) trailingIndex = newTrailing guard let leading = leadingIndex else { /// We have reached the end of our keyframes. Time is after the last keyframe. keyframeFound = true continue } if keyframes[leading].time <= frame { /// Keyframe in current span. keyframeFound = true continue } /// Step back newTrailing = leading } } if let keyFrame = leadingIndex { leadingKeyframe = keyframes[keyFrame] } else { leadingKeyframe = nil } if let keyFrame = trailingIndex { trailingKeyframe = keyframes[keyFrame] } else { trailingKeyframe = nil } } } extension Array { fileprivate func validIndex(_ index: Int) -> Int? { if 0 <= index, index < endIndex { return index } return nil } } extension ContiguousArray { fileprivate func validIndex(_ index: Int) -> Int? { if 0 <= index, index < endIndex { return index } return nil } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Utility/Interpolatable/KeyframeInterpolator.swift
Swift
unknown
6,826
// Created by Cal Stephens on 7/26/23. // Copyright © 2023 Airbnb Inc. All rights reserved. // MARK: - LottieAnimationSource /// A data source for a Lottie animation. /// Either a `LottieAnimation` loaded from a `.json` file, /// or a `DotLottieFile` loaded from a `.lottie` file. public enum LottieAnimationSource: Sendable { /// A `LottieAnimation` loaded from a `.json` file case lottieAnimation(LottieAnimation) /// A `DotLottieFile` loaded from a `.lottie` file case dotLottieFile(DotLottieFile) } extension LottieAnimationSource { /// The default animation displayed by this data source var animation: LottieAnimation? { switch self { case .lottieAnimation(let animation): return animation case .dotLottieFile: return dotLottieAnimation?.animation } } /// The `DotLottieFile.Animation`, if this is a dotLottie animation var dotLottieAnimation: DotLottieFile.Animation? { switch self { case .lottieAnimation: return nil case .dotLottieFile(let dotLottieFile): return dotLottieFile.animation() } } } extension LottieAnimation { /// This animation represented as a `LottieAnimationSource` public var animationSource: LottieAnimationSource { .lottieAnimation(self) } } extension DotLottieFile { /// This animation represented as a `LottieAnimationSource` public var animationSource: LottieAnimationSource { .dotLottieFile(self) } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Utility/LottieAnimationSource.swift
Swift
unknown
1,438
// // Shape.swift // lottie-swift // // Created by Brandon Withrow on 1/8/19. // import CoreGraphics // MARK: - BezierPath /// A container that holds instructions for creating a single, unbroken Bezier Path. struct BezierPath { // MARK: Lifecycle /// Initializes a new Bezier Path. init(startPoint: CurveVertex) { elements = [PathElement(vertex: startPoint)] length = 0 closed = false } init() { elements = [] length = 0 closed = false } // MARK: Internal /// The elements of the path private(set) var elements: [PathElement] /// If the path is closed or not. private(set) var closed: Bool /// The total length of the path. private(set) var length: CGFloat mutating func moveToStartPoint(_ vertex: CurveVertex) { elements = [PathElement(vertex: vertex)] length = 0 } mutating func addVertex(_ vertex: CurveVertex) { guard let previous = elements.last else { addElement(PathElement(vertex: vertex)) return } addElement(previous.pathElementTo(vertex)) } mutating func addCurve(toPoint: CGPoint, outTangent: CGPoint, inTangent: CGPoint) { guard let previous = elements.last else { return } let newVertex = CurveVertex(inTangent, toPoint, toPoint) updateVertex( CurveVertex(previous.vertex.inTangent, previous.vertex.point, outTangent), atIndex: elements.endIndex - 1, remeasure: false) addVertex(newVertex) } mutating func addLine(toPoint: CGPoint) { guard let previous = elements.last else { return } let newVertex = CurveVertex(point: toPoint, inTangentRelative: .zero, outTangentRelative: .zero) updateVertex( CurveVertex(previous.vertex.inTangent, previous.vertex.point, previous.vertex.point), atIndex: elements.endIndex - 1, remeasure: false) addVertex(newVertex) } mutating func close() { closed = true } mutating func addElement(_ pathElement: PathElement) { elements.append(pathElement) length = length + pathElement.length } mutating func updateVertex(_ vertex: CurveVertex, atIndex: Int, remeasure: Bool) { if remeasure { var newElement: PathElement if atIndex > 0 { let previousElement = elements[atIndex - 1] newElement = previousElement.pathElementTo(vertex) } else { newElement = PathElement(vertex: vertex) } elements[atIndex] = newElement if atIndex + 1 < elements.count { let nextElement = elements[atIndex + 1] elements[atIndex + 1] = newElement.pathElementTo(nextElement.vertex) } } else { let oldElement = elements[atIndex] elements[atIndex] = oldElement.updateVertex(newVertex: vertex) } } /// Trims a path fromLength toLength with an offset. /// /// Length and offset are defined in the length coordinate space. /// If any argument is outside the range of this path, then it will be looped over the path from finish to start. /// /// Cutting the curve when fromLength is less than toLength /// x x x x /// ~~~~~~~~~~~~~~~ooooooooooooooooooooooooooooooooooooooooooooooooo------------------- /// |Offset |fromLength toLength| | /// /// Cutting the curve when from Length is greater than toLength /// x x x x x /// oooooooooooooooooo--------------------~~~~~~~~~~~~~~~~ooooooooooooooooooooooooooooo /// | toLength| |Offset |fromLength | /// func trim(fromLength: CGFloat, toLength: CGFloat, offsetLength: CGFloat) -> [BezierPath] { guard elements.count > 1 else { return [] } if fromLength == toLength { return [] } /// Normalize lengths to the curve length. var start = (fromLength + offsetLength).truncatingRemainder(dividingBy: length) var end = (toLength + offsetLength).truncatingRemainder(dividingBy: length) if start < 0 { start = length + start } if end < 0 { end = length + end } if start == length { start = 0 } if end == 0 { end = length } if start == 0 && end == length || start == end || start == length && end == 0 { /// The trim encompasses the entire path. Return. return [self] } if start > end { // Start is greater than end. Two paths are returned. return trimPathAtLengths(positions: [(start: 0, end: end), (start: start, end: length)]) } return trimPathAtLengths(positions: [(start: start, end: end)]) } // MARK: Private private func trimPathAtLengths(positions: [(start: CGFloat, end: CGFloat)]) -> [BezierPath] { guard positions.count > 0 else { return [] } var remainingPositions = positions var trim = remainingPositions.remove(at: 0) var paths = [BezierPath]() var runningLength: CGFloat = 0 var finishedTrimming = false var pathElements = elements var currentPath = BezierPath() var i = 0 while !finishedTrimming { if pathElements.count <= i { /// Do this for rounding errors paths.append(currentPath) finishedTrimming = true continue } /// Loop through and add elements within start->end range. /// Get current element let element = pathElements[i] /// Calculate new running length. let newLength = runningLength + element.length if newLength < trim.start { /// Element is not included in the trim, continue. runningLength = newLength i = i + 1 /// Increment index, we are done with this element. continue } if newLength == trim.start { /// Current element IS the start element. /// For start we want to add a zero length element. currentPath.moveToStartPoint(element.vertex) runningLength = newLength i = i + 1 /// Increment index, we are done with this element. continue } if runningLength < trim.start, trim.start < newLength, currentPath.elements.count == 0 { /// The start of the trim is between this element and the previous, trim. /// Get previous element. let previousElement = pathElements[i - 1] /// Trim it let trimLength = trim.start - runningLength let trimResults = element.splitElementAtPosition(fromElement: previousElement, atLength: trimLength) /// Add the right span start. currentPath.moveToStartPoint(trimResults.rightSpan.start.vertex) pathElements[i] = trimResults.rightSpan.end pathElements[i - 1] = trimResults.rightSpan.start runningLength = runningLength + trimResults.leftSpan.end.length /// Dont increment index or the current length, the end of this path can be within this span. continue } if trim.start < newLength, newLength < trim.end { /// Element lies within the trim span. currentPath.addElement(element) runningLength = newLength i = i + 1 continue } if newLength == trim.end { /// Element is the end element. /// The element could have a new length if it's added right after the start node. currentPath.addElement(element) /// We are done with this span. runningLength = newLength i = i + 1 /// Allow the path to be finalized. /// Fall through to finalize path and move to next position } if runningLength < trim.end, trim.end < newLength { /// New element must be cut for end. /// Get previous element. let previousElement = pathElements[i - 1] /// Trim it let trimLength = trim.end - runningLength let trimResults = element.splitElementAtPosition(fromElement: previousElement, atLength: trimLength) /// Add the left span end. currentPath.updateVertex(trimResults.leftSpan.start.vertex, atIndex: currentPath.elements.count - 1, remeasure: false) currentPath.addElement(trimResults.leftSpan.end) pathElements[i] = trimResults.rightSpan.end pathElements[i - 1] = trimResults.rightSpan.start runningLength = runningLength + trimResults.leftSpan.end.length /// Dont increment index or the current length, the start of the next path can be within this span. /// We are done with this span. /// Allow the path to be finalized. /// Fall through to finalize path and move to next position } paths.append(currentPath) currentPath = BezierPath() if remainingPositions.count > 0 { trim = remainingPositions.remove(at: 0) } else { finishedTrimming = true } } return paths } } // MARK: Codable extension BezierPath: Codable { // MARK: Lifecycle init(from decoder: Decoder) throws { let container: KeyedDecodingContainer<BezierPath.CodingKeys> if let keyedContainer = try? decoder.container(keyedBy: BezierPath.CodingKeys.self) { container = keyedContainer } else { var unkeyedContainer = try decoder.unkeyedContainer() container = try unkeyedContainer.nestedContainer(keyedBy: BezierPath.CodingKeys.self) } closed = try container.decodeIfPresent(Bool.self, forKey: .closed) ?? true var vertexContainer = try container.nestedUnkeyedContainer(forKey: .vertices) var inPointsContainer = try container.nestedUnkeyedContainer(forKey: .inPoints) var outPointsContainer = try container.nestedUnkeyedContainer(forKey: .outPoints) guard vertexContainer.count == inPointsContainer.count, inPointsContainer.count == outPointsContainer.count else { /// Will throw an error if vertex, inpoints, and outpoints are not the same length. /// This error is to be expected. throw DecodingError.dataCorruptedError( forKey: CodingKeys.vertices, in: container, debugDescription: "Vertex data does not match In Tangents and Out Tangents") } guard let count = vertexContainer.count, count > 0 else { length = 0 elements = [] return } var decodedElements = [PathElement]() /// Create first point let firstVertex = CurveVertex( point: try vertexContainer.decode(CGPoint.self), inTangentRelative: try inPointsContainer.decode(CGPoint.self), outTangentRelative: try outPointsContainer.decode(CGPoint.self)) var previousElement = PathElement(vertex: firstVertex) decodedElements.append(previousElement) var totalLength: CGFloat = 0 while !vertexContainer.isAtEnd { /// Get the next vertex data. let vertex = CurveVertex( point: try vertexContainer.decode(CGPoint.self), inTangentRelative: try inPointsContainer.decode(CGPoint.self), outTangentRelative: try outPointsContainer.decode(CGPoint.self)) let pathElement = previousElement.pathElementTo(vertex) decodedElements.append(pathElement) previousElement = pathElement totalLength = totalLength + pathElement.length } if closed { let closeElement = previousElement.pathElementTo(firstVertex) decodedElements.append(closeElement) totalLength = totalLength + closeElement.length } length = totalLength elements = decodedElements } // MARK: Internal /// The BezierPath container is encoded and decoded from the JSON format /// that defines points for a lottie animation. /// /// { /// "c" = Bool /// "i" = [[Double]], /// "o" = [[Double]], /// "v" = [[Double]] /// } /// enum CodingKeys: String, CodingKey { case closed = "c" case inPoints = "i" case outPoints = "o" case vertices = "v" } func encode(to encoder: Encoder) throws { var container = encoder.container(keyedBy: BezierPath.CodingKeys.self) try container.encode(closed, forKey: .closed) var vertexContainer = container.nestedUnkeyedContainer(forKey: .vertices) var inPointsContainer = container.nestedUnkeyedContainer(forKey: .inPoints) var outPointsContainer = container.nestedUnkeyedContainer(forKey: .outPoints) /// If closed path, ignore the final element. let finalIndex = closed ? elements.endIndex - 1 : elements.endIndex for i in 0..<finalIndex { let element = elements[i] try vertexContainer.encode(element.vertex.point) try inPointsContainer.encode(element.vertex.inTangentRelative) try outPointsContainer.encode(element.vertex.outTangentRelative) } } } // MARK: AnyInitializable extension BezierPath: AnyInitializable { init(value: Any) throws { var pathDictionary: [String: Any] if let array = value as? [[String: Any]], let firstDictionary = array.first { pathDictionary = firstDictionary } else if let dictionary = value as? [String: Any] { pathDictionary = dictionary } else { throw InitializableError.invalidInput() } closed = (try? pathDictionary.value(for: CodingKeys.closed)) ?? true var vertexDictionaries: [Any] = try pathDictionary.value(for: CodingKeys.vertices) var inPointsDictionaries: [Any] = try pathDictionary.value(for: CodingKeys.inPoints) var outPointsDictionaries: [Any] = try pathDictionary.value(for: CodingKeys.outPoints) guard vertexDictionaries.count == inPointsDictionaries.count, inPointsDictionaries.count == outPointsDictionaries.count else { throw InitializableError.invalidInput() } guard vertexDictionaries.count > 0 else { length = 0 elements = [] return } var decodedElements = [PathElement]() let firstVertexDictionary = vertexDictionaries.removeFirst() let firstInPointsDictionary = inPointsDictionaries.removeFirst() let firstOutPointsDictionary = outPointsDictionaries.removeFirst() let firstVertex = CurveVertex( point: try CGPoint(value: firstVertexDictionary), inTangentRelative: try CGPoint(value: firstInPointsDictionary), outTangentRelative: try CGPoint(value: firstOutPointsDictionary)) var previousElement = PathElement(vertex: firstVertex) decodedElements.append(previousElement) var totalLength: CGFloat = 0 while vertexDictionaries.count > 0 { let vertexDictionary = vertexDictionaries.removeFirst() let inPointsDictionary = inPointsDictionaries.removeFirst() let outPointsDictionary = outPointsDictionaries.removeFirst() let vertex = CurveVertex( point: try CGPoint(value: vertexDictionary), inTangentRelative: try CGPoint(value: inPointsDictionary), outTangentRelative: try CGPoint(value: outPointsDictionary)) let pathElement = previousElement.pathElementTo(vertex) decodedElements.append(pathElement) previousElement = pathElement totalLength = totalLength + pathElement.length } if closed { let closeElement = previousElement.pathElementTo(firstVertex) decodedElements.append(closeElement) totalLength = totalLength + closeElement.length } length = totalLength elements = decodedElements } } extension BezierPath { func cgPath() -> CGPath { let cgPath = CGMutablePath() var previousElement: PathElement? for element in elements { if let previous = previousElement { if previous.vertex.outTangentRelative.isZero, element.vertex.inTangentRelative.isZero { cgPath.addLine(to: element.vertex.point) } else { cgPath.addCurve(to: element.vertex.point, control1: previous.vertex.outTangent, control2: element.vertex.inTangent) } } else { cgPath.move(to: element.vertex.point) } previousElement = element } if closed { cgPath.closeSubpath() } return cgPath } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Utility/Primitives/BezierPath.swift
Swift
unknown
15,973
// // BezierPathRoundExtension.swift // Lottie // // Created by Duolingo on 11/1/22. // import CoreGraphics import Foundation // Adapted to Swift from lottie-web & lottie-android: // Rounded corner algorithm: // Iterate through each vertex. // If a vertex is a sharp corner, it rounds it. // If a vertex has control points, it is already rounded, so it does nothing. // // To round a vertex: // Split the vertex into two. // Move vertex 1 directly towards the previous vertex. // Set vertex 1's in control point to itself so it is not rounded on that side. // Extend vertex 1's out control point towards the original vertex. // // Repeat for vertex 2: // Move vertex 2 directly towards the next vertex. // Set vertex 2's out point to itself so it is not rounded on that side. // Extend vertex 2's in control point towards the original vertex. // // The distance that the vertices and control points are moved are relative to the // shape's vertex distances and the roundedness set in the animation. extension CompoundBezierPath { // Round corners of a compound bezier func roundCorners(radius: CGFloat) -> CompoundBezierPath { var newPaths = [BezierPath]() for path in paths { newPaths.append( path.roundCorners(radius: radius)) } return CompoundBezierPath(paths: newPaths) } } extension BezierPath { // Computes a new `BezierPath` with each corner rounded based on the given `radius` func roundCorners(radius: CGFloat) -> BezierPath { var newPath = BezierPath() var uniquePath = BezierPath() var currentVertex: CurveVertex var closestVertex: CurveVertex var distance: CGFloat var newPosPerc: CGFloat var closestIndex: Int var iX: CGFloat var iY: CGFloat var vX: CGFloat var vY: CGFloat var oX: CGFloat var oY: CGFloat var startIndex = 0 let TANGENT_LENGTH = 0.5519 // If start and end are the same we close the path if elements[0].vertex.point == elements[elements.count - 1].vertex.point, elements[0].vertex.inTangent == elements[elements.count - 1].vertex.inTangent, elements[0].vertex.outTangent == elements[elements.count - 1].vertex.outTangent { startIndex = 1 newPath.close() } guard elements.count - startIndex > 1 else { return self } for i in startIndex..<elements.count { uniquePath.addVertex(elements[i].vertex) } var pathHasRoundedCorner = false for elementIndex in 0..<uniquePath.elements.count { currentVertex = uniquePath.elements[elementIndex].vertex guard currentVertex.point.x == currentVertex.outTangent.x, currentVertex.point.y == currentVertex.outTangent.y, currentVertex.point.x == currentVertex.inTangent.x, currentVertex.point.y == currentVertex.inTangent.y else { newPath.addVertex(currentVertex) continue } // Track whether or not this path has at least one rounded corner pathHasRoundedCorner = true // Do not round start and end if not closed if !newPath.closed, elementIndex == 0 || elementIndex == uniquePath.elements.count - 1 { newPath.addVertex(currentVertex) } else { closestIndex = elementIndex - 1 if closestIndex < 0 { closestIndex = uniquePath.elements.count - 1 } closestVertex = uniquePath.elements[closestIndex].vertex distance = currentVertex.point.distanceTo(closestVertex.point) newPosPerc = distance != 0 ? min(distance / 2, radius) / distance : 0 iX = currentVertex.point.x + (closestVertex.point.x - currentVertex.point.x) * newPosPerc vX = iX iY = currentVertex.point.y - (currentVertex.point.y - closestVertex.point.y) * newPosPerc vY = iY oX = vX - (vX - currentVertex.point.x) * TANGENT_LENGTH oY = vY - (vY - currentVertex.point.y) * TANGENT_LENGTH newPath.addVertex( CurveVertex( CGPoint(x: iX, y: iY), CGPoint(x: vX, y: vY), CGPoint(x: oX, y: oY))) closestIndex = (elementIndex + 1) % uniquePath.elements.count closestVertex = uniquePath.elements[closestIndex].vertex distance = currentVertex.point.distanceTo(closestVertex.point) newPosPerc = distance != 0 ? min(distance / 2, radius) / distance : 0 oX = currentVertex.point.x + (closestVertex.point.x - currentVertex.point.x) * newPosPerc vX = oX oY = currentVertex.point.y + (closestVertex.point.y - currentVertex.point.y) * newPosPerc vY = oY iX = vX - (vX - currentVertex.point.x) * TANGENT_LENGTH iY = vY - (vY - currentVertex.point.y) * TANGENT_LENGTH newPath.addVertex( CurveVertex( CGPoint(x: iX, y: iY), CGPoint(x: vX, y: vY), CGPoint(x: oX, y: oY))) } } // If we didn't need to apply the corner radius to any of the corners, // just use the original given path instead of modifying it. if !pathHasRoundedCorner { return self } return newPath } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Utility/Primitives/BezierPathRoundExtension.swift
Swift
unknown
5,163
// // CGPointExtension.swift // Lottie // // Created by Marcelo Fabri on 5/5/22. // import CoreGraphics extension CGPoint: AnyInitializable { // MARK: Lifecycle init(value: Any) throws { if let dictionary = value as? [String: CGFloat] { let x: CGFloat = try dictionary.value(for: CodingKeys.x) let y: CGFloat = try dictionary.value(for: CodingKeys.y) self.init(x: x, y: y) } else if let array = value as? [CGFloat], array.count > 1 { self.init(x: array[0], y: array[1]) } else { throw InitializableError.invalidInput() } } // MARK: Private private enum CodingKeys: String { case x case y } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Utility/Primitives/CGPointExtension.swift
Swift
unknown
683
// // LottieColor.swift // lottie-swift // // Created by Brandon Withrow on 1/14/19. // import CoreGraphics // MARK: - LottieColor + Codable extension LottieColor: Codable { // MARK: Lifecycle public init(from decoder: Decoder) throws { var container = try decoder.unkeyedContainer() var r1: Double if !container.isAtEnd { r1 = try container.decode(Double.self) } else { r1 = 0 } var g1: Double if !container.isAtEnd { g1 = try container.decode(Double.self) } else { g1 = 0 } var b1: Double if !container.isAtEnd { b1 = try container.decode(Double.self) } else { b1 = 0 } if r1 > 1, g1 > 1, b1 > 1 { r1 = r1 / 255 g1 = g1 / 255 b1 = b1 / 255 } r = r1 g = g1 b = b1 // The Lottie JSON schema supports alpha values in theory, as the fourth value in this array. // We intentionally do not support this, though, for consistency with Lottie on other platforms. a = 1 } // MARK: Public public func encode(to encoder: Encoder) throws { var container = encoder.unkeyedContainer() try container.encode(r) try container.encode(g) try container.encode(b) try container.encode(a) } } // MARK: - LottieColor + AnyInitializable extension LottieColor: AnyInitializable { init(value: Any) throws { guard var array = value as? [Double] else { throw InitializableError.invalidInput() } var r: Double = array.count > 0 ? array.removeFirst() : 0 var g: Double = array.count > 0 ? array.removeFirst() : 0 var b: Double = array.count > 0 ? array.removeFirst() : 0 if r > 1, g > 1, b > 1 { r /= 255 g /= 255 b /= 255 } self.r = r self.g = g self.b = b // The Lottie JSON schema supports alpha values in theory, as the fourth value in this array. // We intentionally do not support this, though, for consistency with Lottie on other platforms. a = 1 } } extension LottieColor { static var clearColor: CGColor { .rgba(0, 0, 0, 0) } var cgColorValue: CGColor { .rgba(CGFloat(r), CGFloat(g), CGFloat(b), CGFloat(a)) } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Utility/Primitives/ColorExtension.swift
Swift
unknown
2,182
// // CompoundBezierPath.swift // lottie-swift // // Created by Brandon Withrow on 1/14/19. // import CoreGraphics import Foundation /// A collection of BezierPath objects that can be trimmed and added. /// struct CompoundBezierPath { // MARK: Lifecycle init() { paths = [] length = 0 } init(path: BezierPath) { paths = [path] length = path.length } init(paths: [BezierPath], length: CGFloat) { self.paths = paths self.length = length } init(paths: [BezierPath]) { self.paths = paths var l: CGFloat = 0 for path in paths { l = l + path.length } length = l } // MARK: Internal let paths: [BezierPath] let length: CGFloat func addPath(path: BezierPath) -> CompoundBezierPath { var newPaths = paths newPaths.append(path) return CompoundBezierPath(paths: newPaths, length: length + path.length) } func combine(_ compoundBezier: CompoundBezierPath) -> CompoundBezierPath { var newPaths = paths newPaths.append(contentsOf: compoundBezier.paths) return CompoundBezierPath(paths: newPaths, length: length + compoundBezier.length) } func trim(fromPosition: CGFloat, toPosition: CGFloat, offset: CGFloat, trimSimultaneously: Bool) -> CompoundBezierPath { if fromPosition == toPosition { return CompoundBezierPath() } if trimSimultaneously { /// Trim each path individually. var newPaths = [BezierPath]() for path in paths { newPaths.append(contentsOf: path.trim( fromLength: fromPosition * path.length, toLength: toPosition * path.length, offsetLength: offset * path.length)) } return CompoundBezierPath(paths: newPaths) } /// Normalize lengths to the curve length. var startPosition = (fromPosition + offset).truncatingRemainder(dividingBy: 1) var endPosition = (toPosition + offset).truncatingRemainder(dividingBy: 1) if startPosition < 0 { startPosition = 1 + startPosition } if endPosition < 0 { endPosition = 1 + endPosition } if startPosition == 1 { startPosition = 0 } if endPosition == 0 { endPosition = 1 } if startPosition == 0 && endPosition == 1 || startPosition == endPosition || startPosition == 1 && endPosition == 0 { /// The trim encompasses the entire path. Return. return self } var positions: [(start: CGFloat, end: CGFloat)] if endPosition < startPosition { positions = [ (start: 0, end: endPosition * length), (start: startPosition * length, end: length), ] } else { positions = [(start: startPosition * length, end: endPosition * length)] } var compoundPath = CompoundBezierPath() var trim = positions.remove(at: 0) var pathStartPosition: CGFloat = 0 var finishedTrimming = false var i = 0 while !finishedTrimming { if paths.count <= i { /// Rounding errors finishedTrimming = true continue } let path = paths[i] let pathEndPosition = pathStartPosition + path.length if pathEndPosition < trim.start { /// Path is not included in the trim, continue. pathStartPosition = pathEndPosition i = i + 1 continue } else if trim.start <= pathStartPosition, pathEndPosition <= trim.end { /// Full Path is inside of trim. Add full path. compoundPath = compoundPath.addPath(path: path) } else { if let trimPath = path.trim( fromLength: trim.start > pathStartPosition ? (trim.start - pathStartPosition) : 0, toLength: trim.end < pathEndPosition ? (trim.end - pathStartPosition) : path.length, offsetLength: 0).first { compoundPath = compoundPath.addPath(path: trimPath) } } if trim.end <= pathEndPosition { /// We are done with the current trim. /// Advance trim but remain on the same path in case the next trim overlaps it. if positions.count > 0 { trim = positions.remove(at: 0) } else { finishedTrimming = true } } else { pathStartPosition = pathEndPosition i = i + 1 } } return compoundPath } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Utility/Primitives/CompoundBezierPath.swift
Swift
unknown
4,316
// // CurveVertex.swift // lottie-swift // // Created by Brandon Withrow on 1/11/19. // import CoreGraphics import Foundation /// A single vertex with an in and out tangent struct CurveVertex { // MARK: Lifecycle /// Initializes a curve point with absolute values init(_ inTangent: CGPoint, _ point: CGPoint, _ outTangent: CGPoint) { self.point = point self.inTangent = inTangent self.outTangent = outTangent } /// Initializes a curve point with relative values init(point: CGPoint, inTangentRelative: CGPoint, outTangentRelative: CGPoint) { self.point = point inTangent = point.add(inTangentRelative) outTangent = point.add(outTangentRelative) } /// Initializes a curve point with absolute values init(point: CGPoint, inTangent: CGPoint, outTangent: CGPoint) { self.point = point self.inTangent = inTangent self.outTangent = outTangent } // MARK: Internal let point: CGPoint let inTangent: CGPoint let outTangent: CGPoint var inTangentRelative: CGPoint { inTangent.subtract(point) } var outTangentRelative: CGPoint { outTangent.subtract(point) } func reversed() -> CurveVertex { CurveVertex(point: point, inTangent: outTangent, outTangent: inTangent) } func translated(_ translation: CGPoint) -> CurveVertex { CurveVertex(point: point + translation, inTangent: inTangent + translation, outTangent: outTangent + translation) } /// Trims a path defined by two Vertices at a specific position, from 0 to 1 /// /// The path can be visualized below. /// /// F is fromVertex. /// V is the vertex of the receiver. /// P is the position from 0-1. /// O is the outTangent of fromVertex. /// F====O=========P=======I====V /// /// After trimming the curve can be visualized below. /// /// S is the returned Start vertex. /// E is the returned End vertex. /// T is the trim point. /// TI and TO are the new tangents for the trimPoint /// NO and NI are the new tangents for the startPoint and endPoints /// S==NO=========TI==T==TO=======NI==E func splitCurve(toVertex: CurveVertex, position: CGFloat) -> (start: CurveVertex, trimPoint: CurveVertex, end: CurveVertex) { /// If position is less than or equal to 0, trim at start. if position <= 0 { return ( start: CurveVertex(point: point, inTangentRelative: inTangentRelative, outTangentRelative: .zero), trimPoint: CurveVertex(point: point, inTangentRelative: .zero, outTangentRelative: outTangentRelative), end: toVertex) } /// If position is greater than or equal to 1, trim at end. if position >= 1 { return ( start: self, trimPoint: CurveVertex( point: toVertex.point, inTangentRelative: toVertex.inTangentRelative, outTangentRelative: .zero), end: CurveVertex( point: toVertex.point, inTangentRelative: .zero, outTangentRelative: toVertex.outTangentRelative)) } if outTangentRelative.isZero, toVertex.inTangentRelative.isZero { /// If both tangents are zero, then span to be trimmed is a straight line. let trimPoint = point.interpolate(to: toVertex.point, amount: position) return ( start: self, trimPoint: CurveVertex(point: trimPoint, inTangentRelative: .zero, outTangentRelative: .zero), end: toVertex) } /// Cutting by amount gives incorrect length.... /// One option is to cut by a stride until it gets close then edge it down. /// Measuring a percentage of the spans does not equal the same as measuring a percentage of length. /// This is where the historical trim path bugs come from. let a = point.interpolate(to: outTangent, amount: position) let b = outTangent.interpolate(to: toVertex.inTangent, amount: position) let c = toVertex.inTangent.interpolate(to: toVertex.point, amount: position) let d = a.interpolate(to: b, amount: position) let e = b.interpolate(to: c, amount: position) let f = d.interpolate(to: e, amount: position) return ( start: CurveVertex(point: point, inTangent: inTangent, outTangent: a), trimPoint: CurveVertex(point: f, inTangent: d, outTangent: e), end: CurveVertex(point: toVertex.point, inTangent: c, outTangent: toVertex.outTangent)) } /// Trims a curve of a known length to a specific length and returns the points. /// /// There is not a performant yet accurate way to cut a curve to a specific length. /// This calls splitCurve(toVertex: position:) to split the curve and then measures /// the length of the new curve. The function then iterates through the samples, /// adjusting the position of the cut for a more precise cut. /// Usually a single iteration is enough to get within 0.5 points of the desired /// length. /// /// This function should probably live in PathElement, since it deals with curve /// lengths. func trimCurve(toVertex: CurveVertex, atLength: CGFloat, curveLength: CGFloat, maxSamples: Int, accuracy: CGFloat = 1) -> (start: CurveVertex, trimPoint: CurveVertex, end: CurveVertex) { var currentPosition = atLength / curveLength var results = splitCurve(toVertex: toVertex, position: currentPosition) if maxSamples == 0 { return results } for _ in 1...maxSamples { let length = results.start.distanceTo(results.trimPoint) let lengthDiff = atLength - length /// Check if length is correct. if lengthDiff < accuracy { return results } let diffPosition = max(min((currentPosition / length) * lengthDiff, currentPosition * 0.5), currentPosition * -0.5) currentPosition = diffPosition + currentPosition results = splitCurve(toVertex: toVertex, position: currentPosition) } return results } /// The distance from the receiver to the provided vertex. /// /// For lines (zeroed tangents) the distance between the two points is measured. /// For curves the curve is iterated over by sample count and the points are measured. /// This is ~99% accurate at a sample count of 30 func distanceTo(_ toVertex: CurveVertex, sampleCount: Int = 25) -> CGFloat { if outTangentRelative.isZero, toVertex.inTangentRelative.isZero { /// Return a linear distance. return point.distanceTo(toVertex.point) } var distance: CGFloat = 0 var previousPoint = point for i in 0..<sampleCount { let pointOnCurve = splitCurve(toVertex: toVertex, position: CGFloat(i) / CGFloat(sampleCount)).trimPoint distance = distance + previousPoint.distanceTo(pointOnCurve.point) previousPoint = pointOnCurve.point } distance = distance + previousPoint.distanceTo(toVertex.point) return distance } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Utility/Primitives/CurveVertex.swift
Swift
unknown
6,785
// // PathElement.swift // lottie-swift // // Created by Brandon Withrow on 1/11/19. // import CoreGraphics import Foundation /// A path section, containing one point and its length to the previous point. /// /// The relationship between this path element and the previous is implicit. /// Ideally a path section would be defined by two vertices and a length. /// We don't do this however, as it would effectively double the memory footprint /// of path data. /// struct PathElement { // MARK: Lifecycle /// Initializes a new path with length of 0 init(vertex: CurveVertex) { length = 0 self.vertex = vertex } /// Initializes a new path with length private init(length: CGFloat, vertex: CurveVertex) { self.length = length self.vertex = vertex } // MARK: Internal /// The absolute Length of the path element. let length: CGFloat /// The vertex of the element let vertex: CurveVertex /// Returns a new path element define the span from the receiver to the new vertex. func pathElementTo(_ toVertex: CurveVertex) -> PathElement { PathElement(length: vertex.distanceTo(toVertex), vertex: toVertex) } func updateVertex(newVertex: CurveVertex) -> PathElement { PathElement(length: length, vertex: newVertex) } /// Splits an element span defined by the receiver and fromElement to a position 0-1 func splitElementAtPosition(fromElement: PathElement, atLength: CGFloat) -> (leftSpan: (start: PathElement, end: PathElement), rightSpan: (start: PathElement, end: PathElement)) { /// Trim the span. Start and trim go into the first, trim and end go into second. let trimResults = fromElement.vertex.trimCurve(toVertex: vertex, atLength: atLength, curveLength: length, maxSamples: 3) /// Create the elements for the break let spanAStart = PathElement( length: fromElement.length, vertex: CurveVertex( point: fromElement.vertex.point, inTangent: fromElement.vertex.inTangent, outTangent: trimResults.start.outTangent)) /// Recalculating the length here is a waste as the trimCurve function also accurately calculates this length. let spanAEnd = spanAStart.pathElementTo(trimResults.trimPoint) let spanBStart = PathElement(vertex: trimResults.trimPoint) let spanBEnd = spanBStart.pathElementTo(trimResults.end) return ( leftSpan: (start: spanAStart, end: spanAEnd), rightSpan: (start: spanBStart, end: spanBEnd)) } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Utility/Primitives/PathElement.swift
Swift
unknown
2,475
// Copyright (C) 2008 Apple Inc. All Rights Reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // 1. Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // 2. Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // // THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. import CoreGraphics import Foundation /// Defines a cubic-bezier where the endpoints are (0, 0) and (1, 1) /// /// The main use case is computing the progress of an animation at a given percent completion. For instance, /// for a linear animation, the expected progress at `0.5` is `0.5`. /// /// - Note: This is a Swift port of [Apple's WebKit code]( /// http://svn.webkit.org/repository/webkit/trunk/Source/WebCore/platform/graphics/UnitBezier.h /// ) /// struct UnitBezier { // MARK: Lifecycle init(controlPoint1: CGPoint, controlPoint2: CGPoint) { cx = 3.0 * controlPoint1.x bx = 3.0 * (controlPoint2.x - controlPoint1.x) - cx ax = 1.0 - cx - bx cy = 3.0 * controlPoint1.y by = 3.0 * (controlPoint2.y - controlPoint1.y) - cy ay = 1.0 - cy - by } // MARK: Internal /// Computes the progress `y` value for a given `x` value func value(for x: CGFloat, epsilon: CGFloat) -> CGFloat { sampleCurveY(solveCurveX(x, epsilon: epsilon)) } // MARK: Private private let ax: CGFloat private let bx: CGFloat private let cx: CGFloat private let ay: CGFloat private let by: CGFloat private let cy: CGFloat /// Compute `x(t)` for a given `t` private func sampleCurveX(_ t: CGFloat) -> CGFloat { // `ax t^3 + bx t^2 + cx t' expanded using Horner's rule. ((ax * t + bx) * t + cx) * t } /// Compute `y(t)` for a given `t` private func sampleCurveY(_ t: CGFloat) -> CGFloat { ((ay * t + by) * t + cy) * t } /// Compute `x'(t)` for a given `t` private func sampleCurveDerivativeX(_ t: CGFloat) -> CGFloat { (3.0 * ax * t + 2.0 * bx) * t + cx } /// Given an `x` value solve for the parametric value `t` private func solveCurveX(_ x: CGFloat, epsilon: CGFloat) -> CGFloat { var t0, t1, t2, x2, d2: CGFloat // First try a few iterations of Newton-Raphson -- normally very fast. t2 = x for _ in 0..<8 { x2 = sampleCurveX(t2) - x guard abs(x2) >= epsilon else { return t2 } d2 = sampleCurveDerivativeX(t2) guard abs(d2) >= 1e-6 else { break } t2 = t2 - x2 / d2 } // Fall back to the bisection method for reliability. t0 = 0.0 t1 = 1.0 t2 = x guard t2 >= t0 else { return t0 } guard t2 <= t1 else { return t1 } while t0 < t1 { x2 = sampleCurveX(t2) guard abs(x2 - x) >= epsilon else { return t2 } if x > x2 { t0 = t2 } else { t1 = t2 } t2 = (t1 - t0) * 0.5 + t0 } return t2 } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Utility/Primitives/UnitBezier.swift
Swift
unknown
3,830
// // Vector.swift // lottie-swift // // Created by Brandon Withrow on 1/7/19. // import CoreGraphics import Foundation import QuartzCore // MARK: - LottieVector1D + Codable /// Single value container. Needed because lottie sometimes wraps a Double in an array. extension LottieVector1D: Codable { // MARK: Lifecycle public init(from decoder: Decoder) throws { /// Try to decode an array of doubles do { var container = try decoder.unkeyedContainer() value = try container.decode(Double.self) } catch { value = try decoder.singleValueContainer().decode(Double.self) } } // MARK: Public public func encode(to encoder: Encoder) throws { var container = encoder.singleValueContainer() try container.encode(value) } // MARK: Internal var cgFloatValue: CGFloat { CGFloat(value) } } // MARK: - LottieVector1D + AnyInitializable extension LottieVector1D: AnyInitializable { init(value: Any) throws { if let array = value as? [Double], let double = array.first { self.value = double } else if let double = value as? Double { self.value = double } else { throw InitializableError.invalidInput() } } } extension Double { var vectorValue: LottieVector1D { LottieVector1D(self) } } // MARK: - LottieVector2D /// Needed for decoding json {x: y:} to a CGPoint public struct LottieVector2D: Codable, Hashable, Sendable { // MARK: Lifecycle init(x: Double, y: Double) { self.x = x self.y = y } public init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: LottieVector2D.CodingKeys.self) do { let xValue: [Double] = try container.decode([Double].self, forKey: .x) x = xValue[0] } catch { x = try container.decode(Double.self, forKey: .x) } do { let yValue: [Double] = try container.decode([Double].self, forKey: .y) y = yValue[0] } catch { y = try container.decode(Double.self, forKey: .y) } } // MARK: Public public func encode(to encoder: Encoder) throws { var container = encoder.container(keyedBy: LottieVector2D.CodingKeys.self) try container.encode(x, forKey: .x) try container.encode(y, forKey: .y) } // MARK: Internal var x: Double var y: Double var pointValue: CGPoint { CGPoint(x: x, y: y) } // MARK: Private private enum CodingKeys: String, CodingKey { case x case y } } // MARK: AnyInitializable extension LottieVector2D: AnyInitializable { init(value: Any) throws { guard let dictionary = value as? [String: Any] else { throw InitializableError.invalidInput() } if let array = dictionary[CodingKeys.x.rawValue] as? [Double], let double = array.first { x = double } else if let double = dictionary[CodingKeys.x.rawValue] as? Double { x = double } else { throw InitializableError.invalidInput() } if let array = dictionary[CodingKeys.y.rawValue] as? [Double], let double = array.first { y = double } else if let double = dictionary[CodingKeys.y.rawValue] as? Double { y = double } else { throw InitializableError.invalidInput() } } } extension CGPoint { var vector2dValue: LottieVector2D { LottieVector2D(x: Double(x), y: Double(y)) } } // MARK: - LottieVector3D + Codable /// A three dimensional vector. /// These vectors are encoded and decoded from [Double] extension LottieVector3D: Codable { // MARK: Lifecycle init(x: CGFloat, y: CGFloat, z: CGFloat) { self.x = Double(x) self.y = Double(y) self.z = Double(z) } public init(from decoder: Decoder) throws { var container = try decoder.unkeyedContainer() if !container.isAtEnd { x = try container.decode(Double.self) } else { x = 0 } if !container.isAtEnd { y = try container.decode(Double.self) } else { y = 0 } if !container.isAtEnd { z = try container.decode(Double.self) } else { z = 0 } } // MARK: Public public func encode(to encoder: Encoder) throws { var container = encoder.unkeyedContainer() try container.encode(x) try container.encode(y) try container.encode(z) } } // MARK: - LottieVector3D + AnyInitializable extension LottieVector3D: AnyInitializable { init(value: Any) throws { guard var array = value as? [Double] else { throw InitializableError.invalidInput() } x = array.count > 0 ? array.removeFirst() : 0 y = array.count > 0 ? array.removeFirst() : 0 z = array.count > 0 ? array.removeFirst() : 0 } } extension LottieVector3D { public var pointValue: CGPoint { CGPoint(x: x, y: y) } public var sizeValue: CGSize { CGSize(width: x, height: y) } } extension CGPoint { var vector3dValue: LottieVector3D { LottieVector3D(x: x, y: y, z: 0) } } extension CGSize { var vector3dValue: LottieVector3D { LottieVector3D(x: width, y: height, z: 1) } } extension CATransform3D { enum Axis { case x, y, z } static func makeSkew(skew: CGFloat, skewAxis: CGFloat) -> CATransform3D { let mCos = cos(skewAxis.toRadians()) let mSin = sin(skewAxis.toRadians()) let aTan = tan(skew.toRadians()) let transform1 = CATransform3D( m11: mCos, m12: mSin, m13: 0, m14: 0, m21: -mSin, m22: mCos, m23: 0, m24: 0, m31: 0, m32: 0, m33: 1, m34: 0, m41: 0, m42: 0, m43: 0, m44: 1) let transform2 = CATransform3D( m11: 1, m12: 0, m13: 0, m14: 0, m21: aTan, m22: 1, m23: 0, m24: 0, m31: 0, m32: 0, m33: 1, m34: 0, m41: 0, m42: 0, m43: 0, m44: 1) let transform3 = CATransform3D( m11: mCos, m12: -mSin, m13: 0, m14: 0, m21: mSin, m22: mCos, m23: 0, m24: 0, m31: 0, m32: 0, m33: 1, m34: 0, m41: 0, m42: 0, m43: 0, m44: 1) return CATransform3DConcat(transform3, CATransform3DConcat(transform2, transform1)) } static func makeTransform( anchor: CGPoint, position: CGPoint, scale: CGSize, rotationX: CGFloat, rotationY: CGFloat, rotationZ: CGFloat, skew: CGFloat?, skewAxis: CGFloat?) -> CATransform3D { if let skew, let skewAxis { return CATransform3DMakeTranslation(position.x, position.y, 0) .rotated(rotationX, axis: .x) .rotated(rotationY, axis: .y) .rotated(rotationZ, axis: .z) .skewed(skew: -skew, skewAxis: skewAxis) .scaled(scale * 0.01) .translated(anchor * -1) } return CATransform3DMakeTranslation(position.x, position.y, 0) .rotated(rotationX, axis: .x) .rotated(rotationY, axis: .y) .rotated(rotationZ, axis: .z) .scaled(scale * 0.01) .translated(anchor * -1) } func rotated(_ degrees: CGFloat, axis: Axis) -> CATransform3D { CATransform3DRotate( self, degrees.toRadians(), axis == .x ? 1 : 0, axis == .y ? 1 : 0, axis == .z ? 1 : 0) } func translated(_ translation: CGPoint) -> CATransform3D { CATransform3DTranslate(self, translation.x, translation.y, 0) } func scaled(_ scale: CGSize) -> CATransform3D { CATransform3DScale(self, scale.width, scale.height, 1) } func skewed(skew: CGFloat, skewAxis: CGFloat) -> CATransform3D { CATransform3DConcat(CATransform3D.makeSkew(skew: skew, skewAxis: skewAxis), self) } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Private/Utility/Primitives/VectorsExtensions.swift
Swift
unknown
7,646
// // LottieAnimation.swift // lottie-swift // // Created by Brandon Withrow on 1/7/19. // import Foundation // MARK: - CoordinateSpace public enum CoordinateSpace: Int, Codable, Sendable { case type2d case type3d } // MARK: - LottieAnimation /// The `LottieAnimation` model is the top level model object in Lottie. /// /// A `LottieAnimation` holds all of the animation data backing a Lottie Animation. /// Codable, see JSON schema [here](https://github.com/airbnb/lottie-web/tree/master/docs/json). public final class LottieAnimation: Codable, Sendable, DictionaryInitializable { // MARK: Lifecycle required public init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: LottieAnimation.CodingKeys.self) version = try container.decode(String.self, forKey: .version) type = try container.decodeIfPresent(CoordinateSpace.self, forKey: .type) ?? .type2d startFrame = try container.decode(AnimationFrameTime.self, forKey: .startFrame) endFrame = try container.decode(AnimationFrameTime.self, forKey: .endFrame) framerate = try container.decode(Double.self, forKey: .framerate) width = try container.decode(Double.self, forKey: .width) height = try container.decode(Double.self, forKey: .height) layers = try container.decode([LayerModel].self, ofFamily: LayerType.self, forKey: .layers) glyphs = try container.decodeIfPresent([Glyph].self, forKey: .glyphs) fonts = try container.decodeIfPresent(FontList.self, forKey: .fonts) assetLibrary = try container.decodeIfPresent(AssetLibrary.self, forKey: .assetLibrary) markers = try container.decodeIfPresent([Marker].self, forKey: .markers) if let markers { var markerMap: [String: Marker] = [:] for marker in markers { markerMap[marker.name] = marker } self.markerMap = markerMap } else { markerMap = nil } } public init(dictionary: [String: Any]) throws { version = try dictionary.value(for: CodingKeys.version) if let typeRawValue = dictionary[CodingKeys.type.rawValue] as? Int, let type = CoordinateSpace(rawValue: typeRawValue) { self.type = type } else { type = .type2d } startFrame = try dictionary.value(for: CodingKeys.startFrame) endFrame = try dictionary.value(for: CodingKeys.endFrame) framerate = try dictionary.value(for: CodingKeys.framerate) width = try dictionary.value(for: CodingKeys.width) height = try dictionary.value(for: CodingKeys.height) let layerDictionaries: [[String: Any]] = try dictionary.value(for: CodingKeys.layers) layers = try [LayerModel].fromDictionaries(layerDictionaries) if let glyphDictionaries = dictionary[CodingKeys.glyphs.rawValue] as? [[String: Any]] { glyphs = try glyphDictionaries.map { try Glyph(dictionary: $0) } } else { glyphs = nil } if let fontsDictionary = dictionary[CodingKeys.fonts.rawValue] as? [String: Any] { fonts = try FontList(dictionary: fontsDictionary) } else { fonts = nil } if let assetLibraryDictionaries = dictionary[CodingKeys.assetLibrary.rawValue] as? [[String: Any]] { assetLibrary = try AssetLibrary(value: assetLibraryDictionaries) } else { assetLibrary = nil } if let markerDictionaries = dictionary[CodingKeys.markers.rawValue] as? [[String: Any]] { let markers = try markerDictionaries.map { try Marker(dictionary: $0) } var markerMap: [String: Marker] = [:] for marker in markers { markerMap[marker.name] = marker } self.markers = markers self.markerMap = markerMap } else { markers = nil markerMap = nil } } // MARK: Public /// The start time of the composition in frameTime. public let startFrame: AnimationFrameTime /// The end time of the composition in frameTime. public let endFrame: AnimationFrameTime /// The frame rate of the composition. public let framerate: Double /// Return all marker names, in order, or an empty list if none are specified public var markerNames: [String] { guard let markers else { return [] } return markers.map { $0.name } } // MARK: Internal enum CodingKeys: String, CodingKey { case version = "v" case type = "ddd" case startFrame = "ip" case endFrame = "op" case framerate = "fr" case width = "w" case height = "h" case layers case glyphs = "chars" case fonts case assetLibrary = "assets" case markers } /// The version of the JSON Schema. let version: String /// The coordinate space of the composition. let type: CoordinateSpace /// The height of the composition in points. let width: Double /// The width of the composition in points. let height: Double /// The list of animation layers let layers: [LayerModel] /// The list of glyphs used for text rendering let glyphs: [Glyph]? /// The list of fonts used for text rendering let fonts: FontList? /// Asset Library let assetLibrary: AssetLibrary? /// Markers let markers: [Marker]? let markerMap: [String: Marker]? /// The marker to use if "reduced motion" is enabled. /// Supported marker names are case insensitive, and include: /// - reduced motion /// - reducedMotion /// - reduced_motion /// - reduced-motion var reducedMotionMarker: Marker? { let allowedReducedMotionMarkerNames = Set([ "reduced motion", "reduced_motion", "reduced-motion", "reducedmotion", ]) return markers?.first(where: { marker in allowedReducedMotionMarkerNames.contains(marker.name.lowercased()) }) } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/Animation/LottieAnimation.swift
Swift
unknown
5,671
// // AnimationPublic.swift // lottie-swift // // Created by Brandon Withrow on 2/5/19. // import CoreGraphics import Foundation extension LottieAnimation { /// A closure for an Animation download. The closure is passed `nil` if there was an error. public typealias DownloadClosure = (LottieAnimation?) -> Void /// The duration in seconds of the animation. public var duration: TimeInterval { Double(endFrame - startFrame) / framerate } /// The natural bounds in points of the animation. public var bounds: CGRect { CGRect(x: 0, y: 0, width: width, height: height) } /// The natural size in points of the animation. public var size: CGSize { CGSize(width: width, height: height) } // MARK: Animation (Loading) /// Loads an animation model from a bundle by its name. Returns `nil` if an animation is not found. /// /// - Parameter name: The name of the json file without the json extension. EG "StarAnimation" /// - Parameter bundle: The bundle in which the animation is located. Defaults to `Bundle.main` /// - Parameter subdirectory: A subdirectory in the bundle in which the animation is located. Optional. /// - Parameter animationCache: A cache for holding loaded animations. Defaults to `LottieAnimationCache.shared`. Optional. /// /// - Returns: Deserialized `LottieAnimation`. Optional. public static func named( _ name: String, bundle: Bundle = Bundle.main, subdirectory: String? = nil, animationCache: AnimationCacheProvider? = LottieAnimationCache.shared) -> LottieAnimation? { /// Create a cache key for the animation. let cacheKey = bundle.bundlePath + (subdirectory ?? "") + "/" + name /// Check cache for animation if let animationCache, let animation = animationCache.animation(forKey: cacheKey) { /// If found, return the animation. return animation } do { /// Decode animation. let json = try bundle.getAnimationData(name, subdirectory: subdirectory) let animation = try LottieAnimation.from(data: json) animationCache?.setAnimation(animation, forKey: cacheKey) return animation } catch { /// Decoding error. LottieLogger.shared.warn("Error when decoding animation \"\(name)\": \(error)") return nil } } /// Loads an animation from a specific filepath. /// - Parameter filepath: The absolute filepath of the animation to load. EG "/User/Me/starAnimation.json" /// - Parameter animationCache: A cache for holding loaded animations. Defaults to `LottieAnimationCache.shared`. Optional. /// /// - Returns: Deserialized `LottieAnimation`. Optional. public static func filepath( _ filepath: String, animationCache: AnimationCacheProvider? = LottieAnimationCache.shared) -> LottieAnimation? { /// Check cache for animation if let animationCache, let animation = animationCache.animation(forKey: filepath) { return animation } do { /// Decode the animation. let json = try Data(contentsOf: URL(fileURLWithPath: filepath)) let animation = try LottieAnimation.from(data: json) animationCache?.setAnimation(animation, forKey: filepath) return animation } catch { LottieLogger.shared.warn(""" Failed to load animation from filepath \(filepath) with underlying error: \(error.localizedDescription) """) return nil } } /// Loads an animation model from the asset catalog by its name. Returns `nil` if an animation is not found. /// - Parameter name: The name of the json file in the asset catalog. EG "StarAnimation" /// - Parameter bundle: The bundle in which the animation is located. Defaults to `Bundle.main` /// - Parameter animationCache: A cache for holding loaded animations. Defaults to `LottieAnimationCache.shared` Optional. /// - Returns: Deserialized `LottieAnimation`. Optional. public static func asset( _ name: String, bundle: Bundle = Bundle.main, animationCache: AnimationCacheProvider? = LottieAnimationCache.shared) -> LottieAnimation? { /// Create a cache key for the animation. let cacheKey = bundle.bundlePath + "/" + name /// Check cache for animation if let animationCache, let animation = animationCache.animation(forKey: cacheKey) { /// If found, return the animation. return animation } do { /// Load jsonData from Asset let json = try Data(assetName: name, in: bundle) /// Decode animation. let animation = try LottieAnimation.from(data: json) animationCache?.setAnimation(animation, forKey: cacheKey) return animation } catch { LottieLogger.shared.warn(""" Failed to load animation with asset name \(name) in \(bundle.bundlePath) with underlying error: \(error.localizedDescription) """) return nil } } /// Loads a Lottie animation from a `Data` object containing a JSON animation. /// /// - Parameter data: The object to load the animation from. /// - Parameter strategy: How the data should be decoded. Defaults to using the strategy set in `LottieConfiguration.shared`. /// - Returns: Deserialized `LottieAnimation`. Optional. /// public static func from( data: Data, strategy: DecodingStrategy = LottieConfiguration.shared.decodingStrategy) throws -> LottieAnimation { switch strategy { case .legacyCodable: return try JSONDecoder().decode(LottieAnimation.self, from: data) case .dictionaryBased: let json = try JSONSerialization.jsonObject(with: data) guard let dict = json as? [String: Any] else { throw InitializableError.invalidInput() } return try LottieAnimation(dictionary: dict) } } /// Loads a Lottie animation asynchronously from the URL. /// /// - Parameter url: The url to load the animation from. /// - Parameter animationCache: A cache for holding loaded animations. Defaults to `LottieAnimationCache.shared`. Optional. /// @available(iOS 13.0, macOS 10.15, tvOS 13.0, *) public static func loadedFrom( url: URL, session: URLSession = .shared, animationCache: AnimationCacheProvider? = LottieAnimationCache.shared) async -> LottieAnimation? { await withCheckedContinuation { continuation in LottieAnimation.loadedFrom( url: url, session: session, closure: { result in continuation.resume(returning: result) }, animationCache: animationCache) } } /// Loads a Lottie animation asynchronously from the URL. /// /// - Parameter url: The url to load the animation from. /// - Parameter closure: A closure to be called when the animation has loaded. /// - Parameter animationCache: A cache for holding loaded animations. Defaults to `LottieAnimationCache.shared`. Optional. /// public static func loadedFrom( url: URL, session: URLSession = .shared, closure: @escaping LottieAnimation.DownloadClosure, animationCache: AnimationCacheProvider? = LottieAnimationCache.shared) { if let animationCache, let animation = animationCache.animation(forKey: url.absoluteString) { closure(animation) } else { let task = session.dataTask(with: url) { data, _, error in guard error == nil, let jsonData = data else { DispatchQueue.main.async { closure(nil) } return } do { let animation = try LottieAnimation.from(data: jsonData) DispatchQueue.main.async { animationCache?.setAnimation(animation, forKey: url.absoluteString) closure(animation) } } catch { DispatchQueue.main.async { closure(nil) } } } task.resume() } } // MARK: Animation (Helpers) /// Markers are a way to describe a point in time by a key name. /// /// Markers are encoded into animation JSON. By using markers a designer can mark /// playback points for a developer to use without having to worry about keeping /// track of animation frames. If the animation file is updated, the developer /// does not need to update playback code. /// /// Returns the Progress Time for the marker named. Returns nil if no marker found. public func progressTime(forMarker named: String) -> AnimationProgressTime? { guard let markers = markerMap, let marker = markers[named] else { return nil } return progressTime(forFrame: marker.frameTime) } /// Markers are a way to describe a point in time by a key name. /// /// Markers are encoded into animation JSON. By using markers a designer can mark /// playback points for a developer to use without having to worry about keeping /// track of animation frames. If the animation file is updated, the developer /// does not need to update playback code. /// /// Returns the Frame Time for the marker named. Returns nil if no marker found. public func frameTime(forMarker named: String) -> AnimationFrameTime? { guard let markers = markerMap, let marker = markers[named] else { return nil } return marker.frameTime } /// Markers are a way to describe a point in time and a duration by a key name. /// /// Markers are encoded into animation JSON. By using markers a designer can mark /// playback points for a developer to use without having to worry about keeping /// track of animation frames. If the animation file is updated, the developer /// does not need to update playback code. /// /// - Returns: The duration frame time for the marker, or `nil` if no marker found. public func durationFrameTime(forMarker named: String) -> AnimationFrameTime? { guard let marker = markerMap?[named] else { return nil } return marker.durationFrameTime } /// Converts Frame Time (Seconds * Framerate) into Progress Time /// (optionally clamped to between 0 and 1). public func progressTime( forFrame frameTime: AnimationFrameTime, clamped: Bool = true) -> AnimationProgressTime { let progressTime = ((frameTime - startFrame) / (endFrame - startFrame)) if clamped { return progressTime.clamp(0, 1) } else { return progressTime } } /// Converts Progress Time (0 to 1) into Frame Time (Seconds * Framerate) public func frameTime(forProgress progressTime: AnimationProgressTime) -> AnimationFrameTime { ((endFrame - startFrame) * progressTime) + startFrame } /// Converts Frame Time (Seconds * Framerate) into Time (Seconds) public func time(forFrame frameTime: AnimationFrameTime) -> TimeInterval { Double(frameTime - startFrame) / framerate } /// Converts Time (Seconds) into Frame Time (Seconds * Framerate) public func frameTime(forTime time: TimeInterval) -> AnimationFrameTime { CGFloat(time * framerate) + startFrame } } // MARK: - Foundation.Bundle + Sendable /// Necessary to suppress warnings like: /// ``` /// Non-sendable type 'Bundle' exiting main actor-isolated context in call to non-isolated /// static method 'named(_:bundle:subdirectory:dotLottieCache:)' cannot cross actor boundary /// ``` /// This retroactive conformance is safe because Sendable is a marker protocol that doesn't /// include any runtime component. Multiple modules in the same package graph can provide this /// conformance without causing any conflicts. /// // swiftlint:disable:next no_unchecked_sendable extension Foundation.Bundle: @unchecked Sendable { }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/Animation/LottieAnimationHelpers.swift
Swift
unknown
11,624
// // LottieAnimationLayer.swift // Lottie // import QuartzCore // MARK: - LottieAnimationLayer /// A CALayer subclass for rendering Lottie animations. /// - Also available as a SwiftUI view (`LottieView`) and a UIView subclass (`LottieAnimationView`) public class LottieAnimationLayer: CALayer { // MARK: Lifecycle /// Initializes a LottieAnimationLayer with an animation. public init( animation: LottieAnimation?, imageProvider: AnimationImageProvider? = nil, textProvider: AnimationKeypathTextProvider = DefaultTextProvider(), fontProvider: AnimationFontProvider = DefaultFontProvider(), configuration: LottieConfiguration = .shared, logger: LottieLogger = .shared) { self.animation = animation self.imageProvider = imageProvider ?? BundleImageProvider(bundle: Bundle.main, searchPath: nil) self.textProvider = textProvider self.fontProvider = fontProvider self.configuration = configuration screenScale = 1 self.logger = logger super.init() makeAnimationLayer(usingEngine: configuration.renderingEngine) if let animation { frame = animation.bounds } } /// Initializes an LottieAnimationLayer with a .lottie file. public init( dotLottie: DotLottieFile?, animationId: String? = nil, textProvider: AnimationKeypathTextProvider = DefaultTextProvider(), fontProvider: AnimationFontProvider = DefaultFontProvider(), configuration: LottieConfiguration = .shared, logger: LottieLogger = .shared) { let dotLottieAnimation = dotLottie?.animation(for: animationId) animation = dotLottieAnimation?.animation imageProvider = dotLottie?.imageProvider ?? BundleImageProvider(bundle: Bundle.main, searchPath: nil) self.textProvider = textProvider self.fontProvider = fontProvider self.configuration = configuration screenScale = 1 self.logger = logger super.init() loopMode = dotLottieAnimation?.configuration.loopMode ?? .playOnce animationSpeed = CGFloat(dotLottieAnimation?.configuration.speed ?? 1) makeAnimationLayer(usingEngine: configuration.renderingEngine) if let animation { frame = animation.bounds } } public init( configuration: LottieConfiguration = .shared, logger: LottieLogger = .shared) { animation = nil imageProvider = BundleImageProvider(bundle: Bundle.main, searchPath: nil) textProvider = DefaultTextProvider() fontProvider = DefaultFontProvider() self.configuration = configuration screenScale = 1 self.logger = logger super.init() } /// Called by CoreAnimation to create a shadow copy of this layer /// More details: https://developer.apple.com/documentation/quartzcore/calayer/1410842-init override init(layer: Any) { guard let typedLayer = layer as? Self else { fatalError("\(Self.self).init(layer:) incorrectly called with \(type(of: layer))") } animation = typedLayer.animation imageProvider = typedLayer.imageProvider textProvider = typedLayer.textProvider fontProvider = typedLayer.fontProvider logger = typedLayer.logger screenScale = typedLayer.screenScale configuration = typedLayer.configuration super.init(layer: typedLayer) } required init?(coder _: NSCoder) { fatalError("init(coder:) has not been implemented") } // MARK: Open /// Plays the animation from its current state to the end. /// /// - Parameter completion: An optional completion closure to be called when the animation completes playing. open func play(completion: LottieCompletionBlock? = nil) { guard let animation else { return } defer { currentPlaybackMode = .playing(.fromProgress(nil, toProgress: 1, loopMode: loopMode)) } if shouldOverrideWithReducedMotionAnimation { playReducedMotionAnimation(completion: completion) return } /// Build a context for the animation. let context = AnimationContext( playFrom: CGFloat(animation.startFrame), playTo: CGFloat(animation.endFrame), closure: completion) removeCurrentAnimationIfNecessary() addNewAnimationForContext(context) } /// Plays the animation from a progress (0-1) to a progress (0-1). /// /// - Parameter fromProgress: The start progress of the animation. If `nil` the animation will start at the current progress. /// - Parameter toProgress: The end progress of the animation. /// - Parameter loopMode: The loop behavior of the animation. If `nil` the layer's `loopMode` property will be used. /// - Parameter completion: An optional completion closure to be called when the animation stops. open func play( fromProgress: AnimationProgressTime? = nil, toProgress: AnimationProgressTime, loopMode: LottieLoopMode? = nil, completion: LottieCompletionBlock? = nil) { guard let animation else { return } defer { currentPlaybackMode = .playing(.fromProgress(fromProgress, toProgress: toProgress, loopMode: loopMode ?? self.loopMode)) } if shouldOverrideWithReducedMotionAnimation { playReducedMotionAnimation(completion: completion) return } removeCurrentAnimationIfNecessary() if let loopMode { /// Set the loop mode, if one was supplied self.loopMode = loopMode } let context = AnimationContext( playFrom: animation.frameTime(forProgress: fromProgress ?? currentProgress), playTo: animation.frameTime(forProgress: toProgress), closure: completion) addNewAnimationForContext(context) } /// Plays the animation from a start frame to an end frame in the animation's framerate. /// /// - Parameter fromFrame: The start frame of the animation. If `nil` the animation will start at the current frame. /// - Parameter toFrame: The end frame of the animation. /// - Parameter loopMode: The loop behavior of the animation. If `nil` the layer's `loopMode` property will be used. /// - Parameter completion: An optional completion closure to be called when the animation stops. open func play( fromFrame: AnimationFrameTime? = nil, toFrame: AnimationFrameTime, loopMode: LottieLoopMode? = nil, completion: LottieCompletionBlock? = nil) { defer { currentPlaybackMode = .playing(.fromFrame(fromFrame, toFrame: toFrame, loopMode: loopMode ?? self.loopMode)) } if shouldOverrideWithReducedMotionAnimation { playReducedMotionAnimation(completion: completion) return } removeCurrentAnimationIfNecessary() if let loopMode { /// Set the loop mode, if one was supplied self.loopMode = loopMode } let context = AnimationContext( playFrom: fromFrame ?? currentFrame, playTo: toFrame, closure: completion) addNewAnimationForContext(context) } /// Plays the animation from a named marker to another marker. /// /// Markers are point in time that are encoded into the Animation data and assigned /// a name. /// /// NOTE: If markers are not found the play command will exit. /// /// - Parameter fromMarker: The start marker for the animation playback. If `nil` the /// animation will start at the current progress. /// - Parameter toMarker: The end marker for the animation playback. /// - Parameter playEndMarkerFrame: A flag to determine whether or not to play the frame of the end marker. If the /// end marker represents the end of the section to play, it should be to true. If the provided end marker /// represents the beginning of the next section, it should be false. /// - Parameter loopMode: The loop behavior of the animation. If `nil` the layer's `loopMode` property will be used. /// - Parameter completion: An optional completion closure to be called when the animation stops. open func play( fromMarker: String? = nil, toMarker: String, playEndMarkerFrame: Bool = true, loopMode: LottieLoopMode? = nil, completion: LottieCompletionBlock? = nil) { defer { currentPlaybackMode = .playing(.fromMarker( fromMarker, toMarker: toMarker, playEndMarkerFrame: playEndMarkerFrame, loopMode: loopMode ?? self.loopMode)) } if shouldOverrideWithReducedMotionAnimation { playReducedMotionAnimation(completion: completion) return } guard let animation, let markers = animation.markerMap, let to = markers[toMarker] else { return } removeCurrentAnimationIfNecessary() if let loopMode { /// Set the loop mode, if one was supplied self.loopMode = loopMode } let fromTime: CGFloat if let fromName = fromMarker, let from = markers[fromName] { fromTime = CGFloat(from.frameTime) } else { fromTime = currentFrame } let playTo = playEndMarkerFrame ? CGFloat(to.frameTime) : CGFloat(to.frameTime) - 1 let context = AnimationContext( playFrom: fromTime, playTo: playTo, closure: completion) addNewAnimationForContext(context) } /// Plays the animation from a named marker to the end of the marker's duration. /// /// A marker is a point in time with an associated duration that is encoded into the /// animation data and assigned a name. /// /// NOTE: If marker is not found the play command will exit. /// /// - Parameter marker: The start marker for the animation playback. /// - Parameter loopMode: The loop behavior of the animation. If `nil` the layer's `loopMode` property will be used. /// - Parameter completion: An optional completion closure to be called when the animation stops. open func play( marker: String, loopMode: LottieLoopMode? = nil, completion: LottieCompletionBlock? = nil) { guard let from = animation?.markerMap?[marker] else { return } defer { currentPlaybackMode = .playing(.marker(marker, loopMode: loopMode ?? self.loopMode)) } if shouldOverrideWithReducedMotionAnimation { playReducedMotionAnimation(completion: completion) return } play( fromFrame: from.frameTime, toFrame: from.frameTime + from.durationFrameTime, loopMode: loopMode, completion: completion) } /// Plays the given markers sequentially in order. /// /// A marker is a point in time with an associated duration that is encoded into the /// animation data and assigned a name. Multiple markers can be played sequentially /// to create programmable animations. /// /// If a marker is not found, it will be skipped. /// /// If a marker doesn't have a duration value, it will play with a duration of 0 /// (effectively being skipped). /// /// If another animation is played (by calling any `play` method) while this /// marker sequence is playing, the marker sequence will be cancelled. /// /// - Parameter markers: The list of markers to play sequentially. /// - Parameter completion: An optional completion closure to be called when the animation stops. open func play( markers: [String], completion: LottieCompletionBlock? = nil) { guard !markers.isEmpty else { return } defer { currentPlaybackMode = .playing(.markers(markers)) } if shouldOverrideWithReducedMotionAnimation { playReducedMotionAnimation(completion: nil) return } let markerToPlay = markers[0] let followingMarkers = Array(markers.dropFirst()) guard animation?.markerMap?[markerToPlay] != nil else { play(markers: followingMarkers, completion: completion) return } play(marker: markerToPlay, loopMode: .playOnce, completion: { [weak self] completed in // If the completion handler is called with `completed: false` (which typically means // that another animation was played by calling some `play` method), // we should cancel the marker sequence and not play the next marker. guard completed, let self else { completion?(false) return } if followingMarkers.isEmpty { // If we don't have any more markers to play, then the marker sequence has completed. completion?(completed) } else { self.play(markers: followingMarkers, completion: completion) } }) } /// Stops the animation and resets the layer to its start frame. /// /// The completion closure will be called with `false` open func stop() { removeCurrentAnimation() currentFrame = 0 } /// Pauses the animation in its current state. /// /// The completion closure will be called with `false` open func pause() { pause(at: .currentFrame) } /// Pauses the animation at a given state. open func pause(at state: LottiePlaybackMode.PausedState) { switch state { case .currentFrame: removeCurrentAnimation() case .progress(let animationProgressTime): currentProgress = animationProgressTime case .frame(let animationFrameTime): currentFrame = animationFrameTime case .time(let timeInterval): currentTime = timeInterval case .marker(let name, let position): guard let from = animation?.markerMap?[name] else { return } switch position { case .start: currentTime = from.frameTime case .end: currentTime = from.frameTime + from.durationFrameTime } } currentPlaybackMode = .paused(at: state) } @available(*, deprecated, renamed: "setPlaybackMode(_:completion:)", message: "Will be removed in a future major release.") open func play( _ playbackMode: LottiePlaybackMode, animationCompletionHandler: LottieCompletionBlock? = nil) { setPlaybackMode(playbackMode, completion: animationCompletionHandler) } /// Applies the given `LottiePlaybackMode` to this layer. /// - Parameter playbackMode: The playback mode to apply /// - Parameter completion: A closure that is called after /// an animation triggered by this method completes. open func setPlaybackMode( _ playbackMode: LottiePlaybackMode, completion: LottieCompletionBlock? = nil) { switch playbackMode { case .paused(at: let state): pause(at: state) case .playing(let mode): play(mode, completion: completion) case .progress(let progress): pause(at: .progress(progress)) case .frame(let frame): pause(at: .frame(frame)) case .time(let time): pause(at: .time(time)) case .pause: pause(at: .currentFrame) case .fromProgress(let from, let to, let loopMode): play(.fromProgress(from, toProgress: to, loopMode: loopMode), completion: completion) case .fromFrame(let from, let to, let loopMode): play(.fromFrame(from, toFrame: to, loopMode: loopMode), completion: completion) case .fromMarker(let from, let to, let playEndMarkerFrame, let loopMode): play(.fromMarker(from, toMarker: to, playEndMarkerFrame: playEndMarkerFrame, loopMode: loopMode), completion: completion) case .marker(let name, let loopMode): play(.marker(name, loopMode: loopMode), completion: completion) case .markers(let names): play(.markers(names), completion: completion) } } /// Applies the given `LottiePlaybackMode` to this layer. /// - Parameter playbackMode: The playback mode to apply /// - Parameter completion: A closure that is called after /// an animation triggered by this method completes. open func play(_ playbackMode: LottiePlaybackMode.PlaybackMode, completion: LottieCompletionBlock? = nil) { switch playbackMode { case .fromProgress(let from, let to, let loopMode): play( fromProgress: from, toProgress: to, loopMode: loopMode, completion: completion) case .fromFrame(let from, let to, let loopMode): play( fromFrame: from, toFrame: to, loopMode: loopMode, completion: completion) case .fromMarker(let from, let to, let playEndMarkerFrame, let loopMode): play( fromMarker: from, toMarker: to, playEndMarkerFrame: playEndMarkerFrame, loopMode: loopMode, completion: completion) case .marker(let name, loopMode: let loopMode): play(marker: name, loopMode: loopMode, completion: completion) case .markers(let names): play(markers: names, completion: completion) } } // MARK: Public /// The current `LottiePlaybackMode` that is being used public private(set) var currentPlaybackMode: LottiePlaybackMode? /// Value Providers that have been registered using `setValueProvider(_:keypath:)` public private(set) var valueProviders = [AnimationKeypath: AnyValueProvider]() /// A closure called when the animation layer has been loaded. /// Will inform the receiver the type of rendering engine that is used for the layer. public var animationLayerDidLoad: ((_ animationLayer: LottieAnimationLayer, _ renderingEngine: RenderingEngineOption) -> Void)? /// The configuration that this `LottieAnimationView` uses when playing its animation public var configuration: LottieConfiguration { didSet { if configuration.renderingEngine != oldValue.renderingEngine { makeAnimationLayer(usingEngine: configuration.renderingEngine) } } } /// The underlying CALayer created to display the content. /// Use this property to change CALayer props like the content's transform, anchor point, etc. public var animationLayer: CALayer? { rootAnimationLayer } public var screenScale: CGFloat { didSet { rootAnimationLayer?.renderScale = screenScale } } /// Describes the behavior of an AnimationView when the app is moved to the background. /// /// The default for the Main Thread animation engine is `pause`, /// which pauses the animation when the application moves to /// the background. This prevents the animation from consuming CPU /// resources when not on-screen. The completion block is called with /// `false` for completed. /// /// The default for the Core Animation engine is `continuePlaying`, /// since the Core Animation engine does not have any CPU overhead. public var backgroundBehavior: LottieBackgroundBehavior { get { let currentBackgroundBehavior = _backgroundBehavior ?? .default(for: currentRenderingEngine ?? .mainThread) if currentRenderingEngine == .mainThread, _backgroundBehavior == .continuePlaying { logger.assertionFailure(""" `LottieBackgroundBehavior.continuePlaying` should not be used with the Main Thread rendering engine, since this would waste CPU resources on playing an animation that is not visible. Consider using a different background mode, or switching to the Core Animation rendering engine (which does not have any CPU overhead). """) } return currentBackgroundBehavior } set { _backgroundBehavior = newValue } } /// Sets the animation backing the animation layer. Setting this will clear the /// layer's contents, completion blocks and current state. The new animation will /// be loaded up and set to the beginning of its timeline. public var animation: LottieAnimation? { didSet { makeAnimationLayer(usingEngine: configuration.renderingEngine) if let animation { animationLoaded?(self, animation) } } } /// A closure that is called when `self.animation` is loaded. When setting this closure, /// it is called immediately if `self.animation` is non-nil. /// /// When initializing a `LottieAnimationView`, the animation will either be loaded /// synchronously (when loading a `LottieAnimation` from a .json file on disk) /// or asynchronously (when loading a `DotLottieFile` from disk, or downloading /// an animation from a URL). This closure is called in both cases once the /// animation is loaded and applied, so can be a useful way to configure this /// `LottieAnimationView` regardless of which initializer was used. For example: /// /// ``` /// let animationView: LottieAnimationView /// /// if loadDotLottieFile { /// // Loads the .lottie file asynchronously /// animationView = LottieAnimationView(dotLottieName: "animation") /// } else { /// // Loads the .json file synchronously /// animationView = LottieAnimationView(name: "animation") /// } /// /// animationView.animationLoaded = { animationView, animation in /// // If using a .lottie file, this is called once the file finishes loading. /// // If using a .json file, this is called immediately (since the animation is loaded synchronously). /// animationView.play() /// } /// ``` public var animationLoaded: ((_ animationLayer: LottieAnimationLayer, _ animation: LottieAnimation) -> Void)? { didSet { if let animation { animationLoaded?(self, animation) } } } /// Sets the image provider for the animation layer. An image provider provides the /// animation with its required image data. /// /// Setting this will cause the animation to reload its image contents. public var imageProvider: AnimationImageProvider { didSet { rootAnimationLayer?.imageProvider = imageProvider.cachedImageProvider reloadImages() } } /// Sets the text provider for animation layer. A text provider provides the /// animation with values for text layers public var textProvider: AnimationKeypathTextProvider { didSet { rootAnimationLayer?.textProvider = textProvider } } /// Sets the text provider for animation layer. A text provider provides the /// animation with values for text layers public var fontProvider: AnimationFontProvider { didSet { rootAnimationLayer?.fontProvider = fontProvider } } /// Whether or not the animation is masked to the bounds. Defaults to true. public var maskAnimationToBounds = true { didSet { animationLayer?.masksToBounds = maskAnimationToBounds } } /// Returns `true` if the animation is currently playing. public var isAnimationPlaying: Bool { guard let animationLayer = rootAnimationLayer else { return false } if let valueFromLayer = animationLayer.isAnimationPlaying { return valueFromLayer } else { return animationLayer.animation(forKey: activeAnimationName) != nil } } /// Sets the loop behavior for `play` calls. Defaults to `playOnce` public var loopMode: LottieLoopMode = .playOnce { didSet { updateInFlightAnimation() } } /// When `true` the animation layer will rasterize its contents when not animating. /// Rasterizing will improve performance of static animations. /// /// Note: this will not produce crisp results at resolutions above the animations natural resolution. /// /// Defaults to `false` public var shouldRasterizeWhenIdle = false { didSet { updateRasterizationState() } } /// Sets the current animation time with a Progress Time /// /// Note: Setting this will stop the current animation, if any. /// Note 2: If `animation` is nil, setting this will fallback to 0 public var currentProgress: AnimationProgressTime { set { if let animation { currentFrame = animation.frameTime(forProgress: newValue) currentPlaybackMode = .paused(at: .progress(newValue)) } else { currentFrame = 0 } } get { if let animation { return animation.progressTime(forFrame: currentFrame) } else { return 0 } } } /// Sets the current animation time with a time in seconds. /// /// Note: Setting this will stop the current animation, if any. /// Note 2: If `animation` is nil, setting this will fallback to 0 public var currentTime: TimeInterval { set { if let animation { currentFrame = animation.frameTime(forTime: newValue) currentPlaybackMode = .paused(at: .time(newValue)) } else { currentFrame = 0 } } get { if let animation { return animation.time(forFrame: currentFrame) } else { return 0 } } } /// Sets the current animation time with a frame in the animations framerate. /// /// Note: Setting this will stop the current animation, if any. public var currentFrame: AnimationFrameTime { set { removeCurrentAnimationIfNecessary() updateAnimationFrame(newValue) currentPlaybackMode = .paused(at: .frame(currentFrame)) } get { rootAnimationLayer?.currentFrame ?? 0 } } /// Returns the current animation frame while an animation is playing. public var realtimeAnimationFrame: AnimationFrameTime { isAnimationPlaying ? rootAnimationLayer?.presentation()?.currentFrame ?? currentFrame : currentFrame } /// Returns the current animation frame while an animation is playing. public var realtimeAnimationProgress: AnimationProgressTime { if let animation { return animation.progressTime(forFrame: realtimeAnimationFrame) } return 0 } /// Sets the speed of the animation playback. Defaults to 1 public var animationSpeed: CGFloat = 1 { didSet { updateInFlightAnimation() } } /// When `true` the animation will play back at the framerate encoded in the /// `LottieAnimation` model. When `false` the animation will play at the framerate /// of the device. /// /// Defaults to false public var respectAnimationFrameRate = false { didSet { rootAnimationLayer?.respectAnimationFrameRate = respectAnimationFrameRate } } /// The rendering engine currently being used by this layer. /// - This will only be `nil` in cases where the configuration is `automatic` /// but a `RootAnimationLayer` hasn't been constructed yet public var currentRenderingEngine: RenderingEngine? { switch configuration.renderingEngine { case .specific(let engine): return engine case .automatic: guard let animationLayer else { return nil } if animationLayer is CoreAnimationLayer { return .coreAnimation } else { return .mainThread } } } /// Whether or not the Main Thread rendering engine should use `forceDisplayUpdate()` /// when rendering each individual frame. /// - The main thread rendering engine implements optimizations to decrease the amount /// of properties that have to be re-rendered on each frame. There are some cases /// where this can result in bugs / incorrect behavior, so we allow it to be disabled. /// - Forcing a full render on every frame will decrease performance, and is not recommended /// except as a workaround to a bug in the main thread rendering engine. /// - Has no effect when using the Core Animation rendering engine. public var mainThreadRenderingEngineShouldForceDisplayUpdateOnEachFrame = false { didSet { (rootAnimationLayer as? MainThreadAnimationLayer)?.forceDisplayUpdateOnEachFrame = mainThreadRenderingEngineShouldForceDisplayUpdateOnEachFrame } } /// Sets the lottie file backing the animation layer. Setting this will clear the /// layer's contents, completion blocks and current state. The new animation will /// be loaded up and set to the beginning of its timeline. /// The loopMode, animationSpeed and imageProvider will be set according /// to lottie file settings /// - Parameters: /// - animationId: Internal animation id to play. Optional /// Defaults to play first animation in file. /// - dotLottieFile: Lottie file to play public func loadAnimation( _ animationId: String? = nil, from dotLottieFile: DotLottieFile) { guard let dotLottieAnimation = dotLottieFile.animation(for: animationId) else { return } loadAnimation(dotLottieAnimation) } /// Sets the lottie file backing the animation layer. Setting this will clear the /// layer's contents, completion blocks and current state. The new animation will /// be loaded up and set to the beginning of its timeline. /// The loopMode, animationSpeed and imageProvider will be set according /// to lottie file settings /// - Parameters: /// - atIndex: Internal animation index to play. /// Defaults to play first animation in file. /// - dotLottieFile: Lottie file to play public func loadAnimation( atIndex index: Int, from dotLottieFile: DotLottieFile) { guard let dotLottieAnimation = dotLottieFile.animation(at: index) else { return } loadAnimation(dotLottieAnimation) } /// Reloads the images supplied to the animation from the `imageProvider` public func reloadImages() { rootAnimationLayer?.reloadImages() } /// Forces the LottieAnimationView to redraw its contents. public func forceDisplayUpdate() { rootAnimationLayer?.forceDisplayUpdate() } /// Sets a ValueProvider for the specified keypath. The value provider will be set /// on all properties that match the keypath. /// /// Nearly all properties of a Lottie animation can be changed at runtime using a /// combination of `Animation Keypaths` and `Value Providers`. /// Setting a ValueProvider on a keypath will cause the animation to update its /// contents and read the new Value Provider. /// /// A value provider provides a typed value on a frame by frame basis. /// /// - Parameter valueProvider: The new value provider for the properties. /// - Parameter keypath: The keypath used to search for properties. /// /// Example: /// ``` /// /// A keypath that finds the color value for all `Fill 1` nodes. /// let fillKeypath = AnimationKeypath(keypath: "**.Fill 1.Color") /// /// A Color Value provider that returns a reddish color. /// let redValueProvider = ColorValueProvider(Color(r: 1, g: 0.2, b: 0.3, a: 1)) /// /// Set the provider on the animationView. /// animationView.setValueProvider(redValueProvider, keypath: fillKeypath) /// ``` public func setValueProvider(_ valueProvider: AnyValueProvider, keypath: AnimationKeypath) { guard let animationLayer = rootAnimationLayer else { return } valueProviders[keypath] = valueProvider animationLayer.setValueProvider(valueProvider, keypath: keypath) } /// Reads the value of a property specified by the Keypath. /// Returns nil if no property is found. /// /// - Parameter for: The keypath used to search for the property. /// - Parameter atFrame: The Frame Time of the value to query. If nil then the current frame is used. public func getValue(for keypath: AnimationKeypath, atFrame: AnimationFrameTime?) -> Any? { rootAnimationLayer?.getValue(for: keypath, atFrame: atFrame) } /// Reads the original value of a property specified by the Keypath. /// This will ignore any value providers and can be useful when implementing a value providers that makes change to the original value from the animation. /// Returns nil if no property is found. /// /// - Parameter for: The keypath used to search for the property. /// - Parameter atFrame: The Frame Time of the value to query. If nil then the current frame is used. public func getOriginalValue(for keypath: AnimationKeypath, atFrame: AnimationFrameTime?) -> Any? { rootAnimationLayer?.getOriginalValue(for: keypath, atFrame: atFrame) } /// Logs all child keypaths. public func logHierarchyKeypaths() { rootAnimationLayer?.logHierarchyKeypaths() } /// Computes and returns a list of all child keypaths in the current animation. /// The returned list is the same as the log output of `logHierarchyKeypaths()` public func allHierarchyKeypaths() -> [String] { rootAnimationLayer?.allHierarchyKeypaths() ?? [] } /// Converts a CGRect from the LottieAnimationView's coordinate space into the /// coordinate space of the layer found at Keypath. /// /// If no layer is found, nil is returned /// /// - Parameter rect: The CGRect to convert. /// - Parameter toLayerAt: The keypath used to find the layer. public func convert(_ rect: CGRect, toLayerAt keypath: AnimationKeypath?) -> CGRect? { guard let animationLayer = rootAnimationLayer else { return nil } guard let keypath else { return convert(rect, to: animationLayer) } guard let sublayer = animationLayer.layer(for: keypath) else { return nil } setNeedsLayout() layoutIfNeeded() forceDisplayUpdate() return animationLayer.convert(rect, to: sublayer) } /// Converts a CGPoint from the LottieAnimationView's coordinate space into the /// coordinate space of the layer found at Keypath. /// /// If no layer is found, nil is returned /// /// - Parameter point: The CGPoint to convert. /// - Parameter toLayerAt: The keypath used to find the layer. public func convert(_ point: CGPoint, toLayerAt keypath: AnimationKeypath?) -> CGPoint? { guard let animationLayer = rootAnimationLayer else { return nil } guard let keypath else { return convert(point, to: animationLayer) } guard let sublayer = animationLayer.layer(for: keypath) else { return nil } setNeedsLayout() layoutIfNeeded() forceDisplayUpdate() return animationLayer.convert(point, to: sublayer) } /// Sets the enabled state of all animator nodes found with the keypath search. /// This can be used to interactively enable / disable parts of the animation. /// /// - Parameter isEnabled: When true the animator nodes affect the rendering tree. When false the node is removed from the tree. /// - Parameter keypath: The keypath used to find the node(s). public func setNodeIsEnabled(isEnabled: Bool, keypath: AnimationKeypath) { guard let animationLayer = rootAnimationLayer else { return } let nodes = animationLayer.animatorNodes(for: keypath) if let nodes { for node in nodes { node.isEnabled = isEnabled } forceDisplayUpdate() } } /// Markers are a way to describe a point in time by a key name. /// /// Markers are encoded into animation JSON. By using markers a designer can mark /// playback points for a developer to use without having to worry about keeping /// track of animation frames. If the animation file is updated, the developer /// does not need to update playback code. /// /// Returns the Progress Time for the marker named. Returns nil if no marker found. public func progressTime(forMarker named: String) -> AnimationProgressTime? { guard let animation else { return nil } return animation.progressTime(forMarker: named) } /// Markers are a way to describe a point in time by a key name. /// /// Markers are encoded into animation JSON. By using markers a designer can mark /// playback points for a developer to use without having to worry about keeping /// track of animation frames. If the animation file is updated, the developer /// does not need to update playback code. /// /// Returns the Frame Time for the marker named. Returns nil if no marker found. public func frameTime(forMarker named: String) -> AnimationFrameTime? { guard let animation else { return nil } return animation.frameTime(forMarker: named) } /// Markers are a way to describe a point in time and a duration by a key name. /// /// Markers are encoded into animation JSON. By using markers a designer can mark /// playback points for a developer to use without having to worry about keeping /// track of animation frames. If the animation file is updated, the developer /// does not need to update playback code. /// /// - Returns: The duration frame time for the marker, or `nil` if no marker found. public func durationFrameTime(forMarker named: String) -> AnimationFrameTime? { guard let animation else { return nil } return animation.durationFrameTime(forMarker: named) } public func updateAnimationForBackgroundState() { if let currentContext = animationContext { switch backgroundBehavior { case .stop: removeCurrentAnimation() updateAnimationFrame(currentContext.playFrom) case .pause: removeCurrentAnimation() case .pauseAndRestore: currentContext.closure.ignoreDelegate = true removeCurrentAnimation() /// Keep the stale context around for when the app enters the foreground. animationContext = currentContext case .forceFinish: removeCurrentAnimation() updateAnimationFrame(currentContext.playTo) case .continuePlaying: break } } } public func updateAnimationForForegroundState(wasWaitingToPlayAnimation: Bool) { if let currentContext = animationContext { if wasWaitingToPlayAnimation { addNewAnimationForContext(currentContext) } else if backgroundBehavior == .pauseAndRestore { /// Restore animation from saved state updateInFlightAnimation() } } } // MARK: Internal var rootAnimationLayer: RootAnimationLayer? = nil /// Context describing the animation that is currently playing in this `LottieAnimationView` /// - When non-nil, an animation is currently playing in this layer. Otherwise, /// the layer is paused on a specific frame. fileprivate(set) var animationContext: AnimationContext? var hasAnimationContext: Bool { animationContext != nil } /// Set animation name from Interface Builder var animationName: String? { didSet { animation = animationName.flatMap { LottieAnimation.named($0, animationCache: nil) } } } /// Updates the animation frame. Does not affect any current animations func updateAnimationFrame(_ newFrame: CGFloat) { // In performance tests, we have to wrap the animation layer setup // in a `CATransaction` in order for the layers to be deallocated at // the correct time. The `CATransaction`s in this method interfere // with the ones managed by the performance test, and aren't actually // necessary in a headless environment, so we disable them. if TestHelpers.performanceTestsAreRunning { rootAnimationLayer?.currentFrame = newFrame rootAnimationLayer?.forceDisplayUpdate() return } CATransaction.begin() CATransaction.setCompletionBlock { self.rootAnimationLayer?.forceDisplayUpdate() } CATransaction.setDisableActions(true) rootAnimationLayer?.currentFrame = newFrame CATransaction.commit() } /// Updates an in flight animation. func updateInFlightAnimation() { guard let animationContext else { return } guard animationContext.closure.animationState != .complete else { // Tried to re-add an already completed animation. Cancel. self.animationContext = nil return } /// Tell existing context to ignore its closure animationContext.closure.ignoreDelegate = true /// Make a new context, stealing the completion block from the previous. let newContext = AnimationContext( playFrom: animationContext.playFrom, playTo: animationContext.playTo, closure: animationContext.closure.completionBlock) /// Remove current animation, and freeze the current frame. let pauseFrame = realtimeAnimationFrame rootAnimationLayer?.removeAnimation(forKey: activeAnimationName) rootAnimationLayer?.currentFrame = pauseFrame addNewAnimationForContext(newContext) } func updateRasterizationState() { if isAnimationPlaying { animationLayer?.shouldRasterize = false } else { animationLayer?.shouldRasterize = shouldRasterizeWhenIdle } } func loadAnimation(_ animationSource: LottieAnimationSource?) { switch animationSource { case .lottieAnimation(let animation): self.animation = animation case .dotLottieFile(let dotLottieFile): loadAnimation(from: dotLottieFile) case nil: animation = nil } } // MARK: Fileprivate fileprivate var _activeAnimationName: String = LottieAnimationLayer.animationName fileprivate var animationID = 0 fileprivate var activeAnimationName: String { switch rootAnimationLayer?.primaryAnimationKey { case .specific(let animationKey): return animationKey case .managed, nil: return _activeAnimationName } } /// Stops the current in flight animation and freezes the animation in its current state. fileprivate func removeCurrentAnimation() { guard animationContext != nil else { return } let pauseFrame = realtimeAnimationFrame animationLayer?.removeAnimation(forKey: activeAnimationName) updateAnimationFrame(pauseFrame) animationContext = nil } fileprivate func makeAnimationLayer(usingEngine renderingEngine: RenderingEngineOption) { /// Disable the default implicit crossfade animation Core Animation creates /// when adding or removing sublayers. actions = ["sublayers": NSNull()] /// Remove current animation if any removeCurrentAnimation() if let oldAnimation = animationLayer { oldAnimation.removeFromSuperlayer() rootAnimationLayer = nil } guard let animation else { return } let rootAnimationLayer: RootAnimationLayer? switch renderingEngine { case .automatic: rootAnimationLayer = makeAutomaticEngineLayer(for: animation) case .specific(.coreAnimation): rootAnimationLayer = makeCoreAnimationLayer(for: animation) case .specific(.mainThread): rootAnimationLayer = makeMainThreadAnimationLayer(for: animation) } guard let animationLayer = rootAnimationLayer else { return } animationLayer.lottieAnimationLayer = self for (keypath, valueProvider) in valueProviders { animationLayer.setValueProvider(valueProvider, keypath: keypath) } animationLayerDidLoad?(self, renderingEngine) animationLayer.renderScale = screenScale addSublayer(animationLayer) self.rootAnimationLayer = animationLayer reloadImages() animationLayer.setNeedsDisplay() setNeedsLayout() currentFrame = CGFloat(animation.startFrame) } fileprivate func makeMainThreadAnimationLayer(for animation: LottieAnimation) -> MainThreadAnimationLayer { let mainThreadAnimationLayer = MainThreadAnimationLayer( animation: animation, imageProvider: imageProvider.cachedImageProvider, textProvider: textProvider, fontProvider: fontProvider, maskAnimationToBounds: maskAnimationToBounds, logger: logger) mainThreadAnimationLayer.forceDisplayUpdateOnEachFrame = mainThreadRenderingEngineShouldForceDisplayUpdateOnEachFrame return mainThreadAnimationLayer } fileprivate func makeCoreAnimationLayer(for animation: LottieAnimation) -> CoreAnimationLayer? { do { let coreAnimationLayer = try CoreAnimationLayer( animation: animation, imageProvider: imageProvider.cachedImageProvider, textProvider: textProvider, fontProvider: fontProvider, maskAnimationToBounds: maskAnimationToBounds, compatibilityTrackerMode: .track, logger: logger) coreAnimationLayer.didSetUpAnimation = { [logger] compatibilityIssues in logger.assert( compatibilityIssues.isEmpty, "Encountered Core Animation compatibility issues while setting up animation:\n" + compatibilityIssues.map { $0.description }.joined(separator: "\n") + "\n\n" + """ This animation cannot be rendered correctly by the Core Animation engine. To resolve this issue, you can use `RenderingEngineOption.automatic`, which automatically falls back to the Main Thread rendering engine when necessary, or just use `RenderingEngineOption.mainThread`. """) } return coreAnimationLayer } catch { // This should never happen, because we initialize the `CoreAnimationLayer` with // `CompatibilityTracker.Mode.track` (which reports errors in `didSetUpAnimation`, // not by throwing). logger.assertionFailure("Encountered unexpected error \(error)") return nil } } fileprivate func makeAutomaticEngineLayer(for animation: LottieAnimation) -> CoreAnimationLayer? { do { // Attempt to set up the Core Animation layer. This can either throw immediately in `init`, // or throw an error later in `CALayer.display()` that will be reported in `didSetUpAnimation`. let coreAnimationLayer = try CoreAnimationLayer( animation: animation, imageProvider: imageProvider.cachedImageProvider, textProvider: textProvider, fontProvider: fontProvider, maskAnimationToBounds: maskAnimationToBounds, compatibilityTrackerMode: .abort, logger: logger) coreAnimationLayer.didSetUpAnimation = { [weak self] issues in self?.automaticEngineLayerDidSetUpAnimation(issues) } return coreAnimationLayer } catch { if case CompatibilityTracker.Error.encounteredCompatibilityIssue(let compatibilityIssue) = error { automaticEngineLayerDidSetUpAnimation([compatibilityIssue]) } else { // This should never happen, because we expect `CoreAnimationLayer` to only throw // `CompatibilityTracker.Error.encounteredCompatibilityIssue` errors. logger.assertionFailure("Encountered unexpected error \(error)") automaticEngineLayerDidSetUpAnimation([]) } return nil } } // Handles any compatibility issues with the Core Animation engine // by falling back to the Main Thread engine fileprivate func automaticEngineLayerDidSetUpAnimation(_ compatibilityIssues: [CompatibilityIssue]) { // If there weren't any compatibility issues, then there's nothing else to do if compatibilityIssues.isEmpty { return } logger.warn( "Encountered Core Animation compatibility issue while setting up animation:\n" + compatibilityIssues.map { $0.description }.joined(separator: "\n") + "\n" + """ This animation may have additional compatibility issues, but animation setup was cancelled early to avoid wasted work. Automatically falling back to Main Thread rendering engine. This fallback comes with some additional performance overhead, which can be reduced by manually specifying that this animation should always use the Main Thread engine. """) let animationContext = animationContext let currentFrame = currentFrame // Disable the completion handler delegate before tearing down the `CoreAnimationLayer` // and building the `MainThreadAnimationLayer`. Otherwise deinitializing the // `CoreAnimationLayer` would trigger the animation completion handler even though // the animation hasn't even started playing yet. animationContext?.closure.ignoreDelegate = true makeAnimationLayer(usingEngine: .mainThread) // Set up the Main Thread animation layer using the same configuration that // was being used by the previous Core Animation layer self.currentFrame = currentFrame if let animationContext { // `AnimationContext.closure` (`AnimationCompletionDelegate`) is a reference type // that is the animation layer's `CAAnimationDelegate`, and holds a reference to // the animation layer. Reusing a single instance across different animation layers // can cause the animation setup to fail, so we create a copy of the `animationContext`: addNewAnimationForContext(AnimationContext( playFrom: animationContext.playFrom, playTo: animationContext.playTo, closure: animationContext.closure.completionBlock)) } } /// Removes the current animation and pauses the animation at the current frame /// if necessary before setting up a new animation. /// - This is not necessary with the Core Animation engine, and skipping /// this step lets us avoid building the animations twice (once paused /// and once again playing) /// - This method should only be called immediately before setting up another /// animation -- otherwise this LottieAnimationView could be put in an inconsistent state. fileprivate func removeCurrentAnimationIfNecessary() { switch currentRenderingEngine { case .mainThread: removeCurrentAnimation() case .coreAnimation, nil: // We still need to remove the `animationContext`, since it should only be present // when an animation is actually playing. Without this calling `removeCurrentAnimationIfNecessary()` // and then setting the animation to a specific paused frame would put this // `LottieAnimationView` in an inconsistent state. animationContext = nil } } /// Adds animation to animation layer and sets the delegate. If animation layer or animation are nil, exits. fileprivate func addNewAnimationForContext(_ animationContext: AnimationContext) { guard let animationlayer = rootAnimationLayer, let animation else { return } self.animationContext = animationContext animationID = animationID + 1 _activeAnimationName = LottieAnimationLayer.animationName + String(animationID) if let coreAnimationLayer = animationlayer as? CoreAnimationLayer { var animationContext = animationContext // Core Animation doesn't natively support negative speed values, // so instead we can swap `playFrom` / `playTo` if animationSpeed < 0 { let temp = animationContext.playFrom animationContext.playFrom = animationContext.playTo animationContext.playTo = temp } var timingConfiguration = CoreAnimationLayer.CAMediaTimingConfiguration( autoreverses: loopMode.caAnimationConfiguration.autoreverses, repeatCount: loopMode.caAnimationConfiguration.repeatCount, speed: abs(Float(animationSpeed))) // The animation should start playing from the `currentFrame`, // if `currentFrame` is included in the time range being played. let lowerBoundTime = min(animationContext.playFrom, animationContext.playTo) let upperBoundTime = max(animationContext.playFrom, animationContext.playTo) if (lowerBoundTime ..< upperBoundTime).contains(round(currentFrame)) { // We have to configure this differently depending on the loop mode: switch loopMode { // When playing exactly once (and not looping), we can just set the // `playFrom` time to be the `currentFrame`. Since the animation duration // is based on `playFrom` and `playTo`, this automatically truncates the // duration (so the animation stops playing at `playFrom`). // - Don't do this if the animation is already at that frame // (e.g. playing from 100% to 0% when the animation is already at 0%) // since that would cause the animation to not play at all. case .playOnce: if animationContext.playTo != currentFrame { animationContext.playFrom = currentFrame } // When looping, we specifically _don't_ want to affect the duration of the animation, // since that would affect the duration of all subsequent loops. We just want to adjust // the duration of the _first_ loop. Instead of setting `playFrom`, we just add a `timeOffset` // so the first loop begins at `currentTime` but all subsequent loops are the standard duration. default: if animationSpeed < 0 { timingConfiguration.timeOffset = animation.time(forFrame: animationContext.playFrom) - currentTime } else { timingConfiguration.timeOffset = currentTime - animation.time(forFrame: animationContext.playFrom) } } } // If attempting to play a zero-duration animation, just pause on that single frame instead if animationContext.playFrom == animationContext.playTo { currentFrame = animationContext.playTo animationContext.closure.completionBlock?(true) return } coreAnimationLayer.playAnimation(configuration: .init( animationContext: animationContext, timingConfiguration: timingConfiguration)) return } /// At this point there is no animation on animationLayer and its state is set. let framerate = animation.framerate let playFrom = animationContext.playFrom.clamp(animation.startFrame, animation.endFrame) let playTo = animationContext.playTo.clamp(animation.startFrame, animation.endFrame) let duration = ((max(playFrom, playTo) - min(playFrom, playTo)) / CGFloat(framerate)) let playingForward: Bool = ( (animationSpeed > 0 && playFrom < playTo) || (animationSpeed < 0 && playTo < playFrom)) var startFrame = currentFrame.clamp(min(playFrom, playTo), max(playFrom, playTo)) if startFrame == playTo { startFrame = playFrom } let timeOffset: TimeInterval = playingForward ? Double(startFrame - min(playFrom, playTo)) / framerate : Double(max(playFrom, playTo) - startFrame) / framerate let layerAnimation = CABasicAnimation(keyPath: "currentFrame") layerAnimation.fromValue = playFrom layerAnimation.toValue = playTo layerAnimation.speed = Float(animationSpeed) layerAnimation.duration = TimeInterval(duration) layerAnimation.fillMode = CAMediaTimingFillMode.both layerAnimation.repeatCount = loopMode.caAnimationConfiguration.repeatCount layerAnimation.autoreverses = loopMode.caAnimationConfiguration.autoreverses layerAnimation.isRemovedOnCompletion = false if timeOffset != 0 { let currentLayerTime = convertTime(CACurrentMediaTime(), from: nil) layerAnimation.beginTime = currentLayerTime - (timeOffset * 1 / Double(abs(animationSpeed))) } layerAnimation.delegate = animationContext.closure animationContext.closure.animationLayer = animationlayer animationContext.closure.animationKey = activeAnimationName animationlayer.add(layerAnimation, forKey: activeAnimationName) updateRasterizationState() } // MARK: Private static private let animationName = "Lottie" private let logger: LottieLogger /// The `LottieBackgroundBehavior` that was specified manually by setting `self.backgroundBehavior` private var _backgroundBehavior: LottieBackgroundBehavior? /// Whether or not the current animation should be overridden with /// the marker matching the current "reduced motion" mode. private var shouldOverrideWithReducedMotionAnimation: Bool { reducedMotionMarker != nil } /// The marker that corresponds to the current "reduced motion" mode. private var reducedMotionMarker: Marker? { switch configuration.reducedMotionOption.currentReducedMotionMode { case .standardMotion: return nil case .reducedMotion: return animation?.reducedMotionMarker } } private func loadAnimation(_ dotLottieAnimation: DotLottieFile.Animation) { loopMode = dotLottieAnimation.configuration.loopMode animationSpeed = CGFloat(dotLottieAnimation.configuration.speed) if let imageProvider = dotLottieAnimation.configuration.imageProvider { self.imageProvider = imageProvider } animation = dotLottieAnimation.animation } /// Plays the marker that corresponds to the current "reduced motion" mode if present. private func playReducedMotionAnimation(completion: LottieCompletionBlock?) { guard let reducedMotionMarker else { return } // `play(marker:)` calls the `play(fromFrame:toFrame:)` method which calls this // `playReducedMotionAnimation` method when `shouldOverrideWithReducedMotionAnimation` // is `true`. To prevent infinite recursion, disable the reduced motion functionality // until the end of this function. let currentConfiguration = configuration configuration.reducedMotionOption = .standardMotion defer { configuration = currentConfiguration } play(marker: reducedMotionMarker.name, completion: completion) } } // MARK: - LottieLoopMode + caAnimationConfiguration extension LottieLoopMode { /// The `CAAnimation` configuration that reflects this mode var caAnimationConfiguration: (repeatCount: Float, autoreverses: Bool) { switch self { case .playOnce: return (repeatCount: 1, autoreverses: false) case .loop: return (repeatCount: .greatestFiniteMagnitude, autoreverses: false) case .autoReverse: return (repeatCount: .greatestFiniteMagnitude, autoreverses: true) case .repeat(let amount): return (repeatCount: amount, autoreverses: false) case .repeatBackwards(let amount): return (repeatCount: amount, autoreverses: true) } } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/Animation/LottieAnimationLayer.swift
Swift
unknown
56,791
// // LottieAnimationView.swift // lottie-swift // // Created by Brandon Withrow on 1/23/19. // import QuartzCore // MARK: - LottieBackgroundBehavior /// Describes the behavior of an AnimationView when the app is moved to the background. public enum LottieBackgroundBehavior { /// Stop the animation and reset it to the beginning of its current play time. The completion block is called. case stop /// Pause the animation in its current state. The completion block is called. case pause /// Pause the animation and restart it when the application moves to the foreground. /// The completion block is stored and called when the animation completes. /// - This is the default when using the Main Thread rendering engine. case pauseAndRestore /// Stops the animation and sets it to the end of its current play time. The completion block is called. case forceFinish /// The animation continues playing in the background. /// - This is the default when using the Core Animation rendering engine. /// Playing an animation using the Core Animation engine doesn't come with any CPU overhead, /// so using `.continuePlaying` avoids the need to stop and then resume the animation /// (which does come with some CPU overhead). /// - This mode should not be used with the Main Thread rendering engine. case continuePlaying // MARK: Public /// The default background behavior, based on the rendering engine being used to play the animation. /// - Playing an animation using the Main Thread rendering engine comes with CPU overhead, /// so the animation should be paused or stopped when the `LottieAnimationView` is not visible. /// - Playing an animation using the Core Animation rendering engine does not come with any /// CPU overhead, so these animations do not need to be paused in the background. public static func `default`(for renderingEngine: RenderingEngine) -> LottieBackgroundBehavior { switch renderingEngine { case .mainThread: return .pauseAndRestore case .coreAnimation: return .continuePlaying } } } // MARK: - LottieLoopMode /// Defines animation loop behavior public enum LottieLoopMode: Hashable { /// Animation is played once then stops. case playOnce /// Animation will loop from beginning to end until stopped. case loop /// Animation will play forward, then backwards and loop until stopped. case autoReverse /// Animation will loop from beginning to end up to defined amount of times. case `repeat`(Float) /// Animation will play forward, then backwards a defined amount of times. case repeatBackwards(Float) } // MARK: Equatable extension LottieLoopMode: Equatable { public static func == (lhs: LottieLoopMode, rhs: LottieLoopMode) -> Bool { switch (lhs, rhs) { case (.repeat(let lhsAmount), .repeat(let rhsAmount)), (.repeatBackwards(let lhsAmount), .repeatBackwards(let rhsAmount)): return lhsAmount == rhsAmount case (.playOnce, .playOnce), (.loop, .loop), (.autoReverse, .autoReverse): return true default: return false } } } // MARK: - LottieAnimationView /// A UIView subclass for rendering Lottie animations. /// - Also available as a SwiftUI view (`LottieView`) and a CALayer subclass (`LottieAnimationLayer`) @IBDesignable open class LottieAnimationView: LottieAnimationViewBase { // MARK: Lifecycle // MARK: - Public (Initializers) /// Initializes an AnimationView with an animation. public init( animation: LottieAnimation?, imageProvider: AnimationImageProvider? = nil, textProvider: AnimationKeypathTextProvider = DefaultTextProvider(), fontProvider: AnimationFontProvider = DefaultFontProvider(), configuration: LottieConfiguration = .shared, logger: LottieLogger = .shared) { lottieAnimationLayer = LottieAnimationLayer( animation: animation, imageProvider: imageProvider, textProvider: textProvider, fontProvider: fontProvider, configuration: configuration, logger: logger) self.logger = logger super.init(frame: .zero) commonInit() if let animation { frame = animation.bounds } } /// Initializes an AnimationView with a .lottie file. public init( dotLottie: DotLottieFile?, animationId: String? = nil, textProvider: AnimationKeypathTextProvider = DefaultTextProvider(), fontProvider: AnimationFontProvider = DefaultFontProvider(), configuration: LottieConfiguration = .shared, logger: LottieLogger = .shared) { lottieAnimationLayer = LottieAnimationLayer( dotLottie: dotLottie, animationId: animationId, textProvider: textProvider, fontProvider: fontProvider, configuration: configuration, logger: logger) self.logger = logger super.init(frame: .zero) commonInit() if let animation { frame = animation.bounds } } public init( configuration: LottieConfiguration = .shared, logger: LottieLogger = .shared) { lottieAnimationLayer = LottieAnimationLayer(configuration: configuration, logger: logger) self.logger = logger super.init(frame: .zero) commonInit() } public override init(frame: CGRect) { lottieAnimationLayer = LottieAnimationLayer( animation: nil, imageProvider: BundleImageProvider(bundle: Bundle.main, searchPath: nil), textProvider: DefaultTextProvider(), fontProvider: DefaultFontProvider(), configuration: .shared, logger: .shared) logger = .shared super.init(frame: frame) commonInit() } required public init?(coder aDecoder: NSCoder) { lottieAnimationLayer = LottieAnimationLayer( animation: nil, imageProvider: BundleImageProvider(bundle: Bundle.main, searchPath: nil), textProvider: DefaultTextProvider(), fontProvider: DefaultFontProvider(), configuration: .shared, logger: .shared) logger = .shared super.init(coder: aDecoder) commonInit() } convenience init( animationSource: LottieAnimationSource?, imageProvider: AnimationImageProvider? = nil, textProvider: AnimationKeypathTextProvider = DefaultTextProvider(), fontProvider: AnimationFontProvider = DefaultFontProvider(), configuration: LottieConfiguration = .shared, logger: LottieLogger = .shared) { switch animationSource { case .lottieAnimation(let animation): self.init( animation: animation, imageProvider: imageProvider, textProvider: textProvider, fontProvider: fontProvider, configuration: configuration, logger: logger) case .dotLottieFile(let dotLottieFile): self.init( dotLottie: dotLottieFile, textProvider: textProvider, fontProvider: fontProvider, configuration: configuration, logger: logger) case nil: self.init( animation: nil, imageProvider: imageProvider, textProvider: textProvider, fontProvider: fontProvider, configuration: configuration, logger: logger) } } // MARK: Open /// Applies the given `LottiePlaybackMode` to this layer. /// - Parameter completion: A closure that is called after /// an animation triggered by this method completes. open func play(_ mode: LottiePlaybackMode.PlaybackMode, completion: LottieCompletionBlock? = nil) { lottieAnimationLayer.play(mode, completion: completion) } /// Plays the animation from its current state to the end. /// /// - Parameter completion: An optional completion closure to be called when the animation completes playing. open func play(completion: LottieCompletionBlock? = nil) { lottieAnimationLayer.play(completion: completion) } /// Plays the animation from a progress (0-1) to a progress (0-1). /// /// - Parameter fromProgress: The start progress of the animation. If `nil` the animation will start at the current progress. /// - Parameter toProgress: The end progress of the animation. /// - Parameter loopMode: The loop behavior of the animation. If `nil` the view's `loopMode` property will be used. /// - Parameter completion: An optional completion closure to be called when the animation stops. open func play( fromProgress: AnimationProgressTime? = nil, toProgress: AnimationProgressTime, loopMode: LottieLoopMode? = nil, completion: LottieCompletionBlock? = nil) { lottieAnimationLayer.play(fromProgress: fromProgress, toProgress: toProgress, loopMode: loopMode, completion: completion) } /// Plays the animation from a start frame to an end frame in the animation's framerate. /// /// - Parameter fromFrame: The start frame of the animation. If `nil` the animation will start at the current frame. /// - Parameter toFrame: The end frame of the animation. /// - Parameter loopMode: The loop behavior of the animation. If `nil` the view's `loopMode` property will be used. /// - Parameter completion: An optional completion closure to be called when the animation stops. open func play( fromFrame: AnimationFrameTime? = nil, toFrame: AnimationFrameTime, loopMode: LottieLoopMode? = nil, completion: LottieCompletionBlock? = nil) { lottieAnimationLayer.play(fromFrame: fromFrame, toFrame: toFrame, loopMode: loopMode, completion: completion) } /// Plays the animation from a named marker to another marker. /// /// Markers are point in time that are encoded into the Animation data and assigned /// a name. /// /// NOTE: If markers are not found the play command will exit. /// /// - Parameter fromMarker: The start marker for the animation playback. If `nil` the /// animation will start at the current progress. /// - Parameter toMarker: The end marker for the animation playback. /// - Parameter playEndMarkerFrame: A flag to determine whether or not to play the frame of the end marker. If the /// end marker represents the end of the section to play, it should be to true. If the provided end marker /// represents the beginning of the next section, it should be false. /// - Parameter loopMode: The loop behavior of the animation. If `nil` the view's `loopMode` property will be used. /// - Parameter completion: An optional completion closure to be called when the animation stops. open func play( fromMarker: String? = nil, toMarker: String, playEndMarkerFrame: Bool = true, loopMode: LottieLoopMode? = nil, completion: LottieCompletionBlock? = nil) { lottieAnimationLayer.play( fromMarker: fromMarker, toMarker: toMarker, playEndMarkerFrame: playEndMarkerFrame, loopMode: loopMode, completion: completion) } /// Plays the animation from a named marker to the end of the marker's duration. /// /// A marker is a point in time with an associated duration that is encoded into the /// animation data and assigned a name. /// /// NOTE: If marker is not found the play command will exit. /// /// - Parameter marker: The start marker for the animation playback. /// - Parameter loopMode: The loop behavior of the animation. If `nil` the view's `loopMode` property will be used. /// - Parameter completion: An optional completion closure to be called when the animation stops. open func play( marker: String, loopMode: LottieLoopMode? = nil, completion: LottieCompletionBlock? = nil) { lottieAnimationLayer.play(marker: marker, loopMode: loopMode, completion: completion) } /// Plays the given markers sequentially in order. /// /// A marker is a point in time with an associated duration that is encoded into the /// animation data and assigned a name. Multiple markers can be played sequentially /// to create programmable animations. /// /// If a marker is not found, it will be skipped. /// /// If a marker doesn't have a duration value, it will play with a duration of 0 /// (effectively being skipped). /// /// If another animation is played (by calling any `play` method) while this /// marker sequence is playing, the marker sequence will be cancelled. /// /// - Parameter markers: The list of markers to play sequentially. /// - Parameter completion: An optional completion closure to be called when the animation stops. open func play( markers: [String], completion: LottieCompletionBlock? = nil) { lottieAnimationLayer.play(markers: markers, completion: completion) } /// Stops the animation and resets the view to its start frame. /// /// The completion closure will be called with `false` open func stop() { lottieAnimationLayer.stop() } /// Pauses the animation in its current state. /// /// The completion closure will be called with `false` open func pause() { lottieAnimationLayer.pause() } @available(*, deprecated, renamed: "setPlaybackMode(_:completion:)", message: "Will be removed in a future major release.") open func play( _ playbackMode: LottiePlaybackMode, animationCompletionHandler: LottieCompletionBlock? = nil) { lottieAnimationLayer.setPlaybackMode(playbackMode, completion: animationCompletionHandler) } /// Applies the given `LottiePlaybackMode` to this layer. /// - Parameter completion: A closure that is called after /// an animation triggered by this method completes. open func setPlaybackMode( _ playbackMode: LottiePlaybackMode, completion: LottieCompletionBlock? = nil) { lottieAnimationLayer.setPlaybackMode(playbackMode, completion: completion) } // MARK: Public /// Whether or not transform and position changes of the view should animate alongside /// any existing animation context. /// - Defaults to `true` which will grab the current animation context and animate position and /// transform changes matching the current context's curve and duration. /// `false` will cause transform and position changes to happen unanimated public var animateLayoutChangesWithCurrentCoreAnimationContext = true /// The configuration that this `LottieAnimationView` uses when playing its animation public var configuration: LottieConfiguration { get { lottieAnimationLayer.configuration } set { lottieAnimationLayer.configuration = newValue } } /// Value Providers that have been registered using `setValueProvider(_:keypath:)` public var valueProviders: [AnimationKeypath: AnyValueProvider] { lottieAnimationLayer.valueProviders } /// Describes the behavior of an AnimationView when the app is moved to the background. /// /// The default for the Main Thread animation engine is `pause`, /// which pauses the animation when the application moves to /// the background. This prevents the animation from consuming CPU /// resources when not on-screen. The completion block is called with /// `false` for completed. /// /// The default for the Core Animation engine is `continuePlaying`, /// since the Core Animation engine does not have any CPU overhead. public var backgroundBehavior: LottieBackgroundBehavior { get { lottieAnimationLayer.backgroundBehavior } set { lottieAnimationLayer.backgroundBehavior = newValue } } /// Sets the animation backing the animation view. Setting this will clear the /// view's contents, completion blocks and current state. The new animation will /// be loaded up and set to the beginning of its timeline. public var animation: LottieAnimation? { get { lottieAnimationLayer.animation } set { lottieAnimationLayer.animation = newValue } } /// A closure that is called when `self.animation` is loaded. When setting this closure, /// it is called immediately if `self.animation` is non-nil. /// /// When initializing a `LottieAnimationView`, the animation will either be loaded /// synchronously (when loading a `LottieAnimation` from a .json file on disk) /// or asynchronously (when loading a `DotLottieFile` from disk, or downloading /// an animation from a URL). This closure is called in both cases once the /// animation is loaded and applied, so can be a useful way to configure this /// `LottieAnimationView` regardless of which initializer was used. For example: /// /// ``` /// let animationView: LottieAnimationView /// /// if loadDotLottieFile { /// // Loads the .lottie file asynchronously /// animationView = LottieAnimationView(dotLottieName: "animation") /// } else { /// // Loads the .json file synchronously /// animationView = LottieAnimationView(name: "animation") /// } /// /// animationView.animationLoaded = { animationView, animation in /// // If using a .lottie file, this is called once the file finishes loading. /// // If using a .json file, this is called immediately (since the animation is loaded synchronously). /// animationView.play() /// } /// ``` public var animationLoaded: ((_ animationView: LottieAnimationView, _ animation: LottieAnimation) -> Void)? { didSet { if let animation { animationLoaded?(self, animation) } } } /// Sets the image provider for the animation view. An image provider provides the /// animation with its required image data. /// /// Setting this will cause the animation to reload its image contents. public var imageProvider: AnimationImageProvider { get { lottieAnimationLayer.imageProvider } set { lottieAnimationLayer.imageProvider = newValue } } /// Sets the text provider for animation view. A text provider provides the /// animation with values for text layers public var textProvider: AnimationKeypathTextProvider { get { lottieAnimationLayer.textProvider } set { lottieAnimationLayer.textProvider = newValue } } /// Sets the text provider for animation view. A text provider provides the /// animation with values for text layers public var fontProvider: AnimationFontProvider { get { lottieAnimationLayer.fontProvider } set { lottieAnimationLayer.fontProvider = newValue } } /// Whether or not the animation is masked to the bounds. Defaults to true. public var maskAnimationToBounds: Bool { get { lottieAnimationLayer.maskAnimationToBounds } set { lottieAnimationLayer.maskAnimationToBounds = newValue } } /// Returns `true` if the animation is currently playing. public var isAnimationPlaying: Bool { lottieAnimationLayer.isAnimationPlaying } /// Returns `true` if the animation will start playing when this view is added to a window. public var isAnimationQueued: Bool { lottieAnimationLayer.hasAnimationContext && waitingToPlayAnimation } /// Sets the loop behavior for `play` calls. Defaults to `playOnce` public var loopMode: LottieLoopMode { get { lottieAnimationLayer.loopMode } set { lottieAnimationLayer.loopMode = newValue } } /// When `true` the animation view will rasterize its contents when not animating. /// Rasterizing will improve performance of static animations. /// /// Note: this will not produce crisp results at resolutions above the animations natural resolution. /// /// Defaults to `false` public var shouldRasterizeWhenIdle: Bool { get { lottieAnimationLayer.shouldRasterizeWhenIdle } set { lottieAnimationLayer.shouldRasterizeWhenIdle = newValue } } /// Sets the current animation time with a Progress Time /// /// Note: Setting this will stop the current animation, if any. /// Note 2: If `animation` is nil, setting this will fallback to 0 public var currentProgress: AnimationProgressTime { get { lottieAnimationLayer.currentProgress } set { lottieAnimationLayer.currentProgress = newValue } } /// Sets the current animation time with a time in seconds. /// /// Note: Setting this will stop the current animation, if any. /// Note 2: If `animation` is nil, setting this will fallback to 0 public var currentTime: TimeInterval { get { lottieAnimationLayer.currentTime } set { lottieAnimationLayer.currentTime = newValue } } /// Sets the current animation time with a frame in the animations framerate. /// /// Note: Setting this will stop the current animation, if any. public var currentFrame: AnimationFrameTime { get { lottieAnimationLayer.currentFrame } set { lottieAnimationLayer.currentFrame = newValue } } /// Returns the current animation frame while an animation is playing. public var realtimeAnimationFrame: AnimationFrameTime { lottieAnimationLayer.realtimeAnimationFrame } /// Returns the current animation frame while an animation is playing. public var realtimeAnimationProgress: AnimationProgressTime { lottieAnimationLayer.realtimeAnimationProgress } /// Sets the speed of the animation playback. Defaults to 1 public var animationSpeed: CGFloat { get { lottieAnimationLayer.animationSpeed } set { lottieAnimationLayer.animationSpeed = newValue } } /// When `true` the animation will play back at the framerate encoded in the /// `LottieAnimation` model. When `false` the animation will play at the framerate /// of the device. /// /// Defaults to false public var respectAnimationFrameRate: Bool { get { lottieAnimationLayer.respectAnimationFrameRate } set { lottieAnimationLayer.respectAnimationFrameRate = newValue } } /// Controls the cropping of an Animation. Setting this property will crop the animation /// to the current views bounds by the viewport frame. The coordinate space is specified /// in the animation's coordinate space. /// /// Animatable. public var viewportFrame: CGRect? { didSet { // This is really ugly, but is needed to trigger a layout pass within an animation block. // Typically this happens automatically, when layout objects are UIView based. // The animation layer is a CALayer which will not implicitly grab the animation // duration of a UIView animation block. // // By setting bounds and then resetting bounds the UIView animation block's // duration and curve are captured and added to the layer. This is used in the // layout block to animate the animationLayer's position and size. let rect = bounds self.bounds = CGRect.zero self.bounds = rect self.setNeedsLayout() } } override public var intrinsicContentSize: CGSize { if let animation = lottieAnimationLayer.animation { return animation.bounds.size } return .zero } /// The rendering engine currently being used by this view. /// - This will only be `nil` in cases where the configuration is `automatic` /// but a `RootAnimationLayer` hasn't been constructed yet public var currentRenderingEngine: RenderingEngine? { lottieAnimationLayer.currentRenderingEngine } /// The current `LottiePlaybackMode` that is being used public var currentPlaybackMode: LottiePlaybackMode? { lottieAnimationLayer.currentPlaybackMode } /// Whether or not the Main Thread rendering engine should use `forceDisplayUpdate()` /// when rendering each individual frame. /// - The main thread rendering engine implements optimizations to decrease the amount /// of properties that have to be re-rendered on each frame. There are some cases /// where this can result in bugs / incorrect behavior, so we allow it to be disabled. /// - Forcing a full render on every frame will decrease performance, and is not recommended /// except as a workaround to a bug in the main thread rendering engine. /// - Has no effect when using the Core Animation rendering engine. public var mainThreadRenderingEngineShouldForceDisplayUpdateOnEachFrame: Bool { get { lottieAnimationLayer.mainThreadRenderingEngineShouldForceDisplayUpdateOnEachFrame } set { lottieAnimationLayer.mainThreadRenderingEngineShouldForceDisplayUpdateOnEachFrame = newValue } } /// Sets the lottie file backing the animation view. Setting this will clear the /// view's contents, completion blocks and current state. The new animation will /// be loaded up and set to the beginning of its timeline. /// The loopMode, animationSpeed and imageProvider will be set according /// to lottie file settings /// - Parameters: /// - animationId: Internal animation id to play. Optional /// Defaults to play first animation in file. /// - dotLottieFile: Lottie file to play public func loadAnimation( _ animationId: String? = nil, from dotLottieFile: DotLottieFile) { lottieAnimationLayer.loadAnimation(animationId, from: dotLottieFile) } /// Sets the lottie file backing the animation view. Setting this will clear the /// view's contents, completion blocks and current state. The new animation will /// be loaded up and set to the beginning of its timeline. /// The loopMode, animationSpeed and imageProvider will be set according /// to lottie file settings /// - Parameters: /// - atIndex: Internal animation index to play. Optional /// Defaults to play first animation in file. /// - dotLottieFile: Lottie file to play public func loadAnimation( atIndex index: Int, from dotLottieFile: DotLottieFile) { lottieAnimationLayer.loadAnimation(atIndex: index, from: dotLottieFile) } /// Reloads the images supplied to the animation from the `imageProvider` public func reloadImages() { lottieAnimationLayer.reloadImages() } /// Forces the LottieAnimationView to redraw its contents. public func forceDisplayUpdate() { lottieAnimationLayer.forceDisplayUpdate() } /// Sets a ValueProvider for the specified keypath. The value provider will be set /// on all properties that match the keypath. /// /// Nearly all properties of a Lottie animation can be changed at runtime using a /// combination of `Animation Keypaths` and `Value Providers`. /// Setting a ValueProvider on a keypath will cause the animation to update its /// contents and read the new Value Provider. /// /// A value provider provides a typed value on a frame by frame basis. /// /// - Parameter valueProvider: The new value provider for the properties. /// - Parameter keypath: The keypath used to search for properties. /// /// Example: /// ``` /// /// A keypath that finds the color value for all `Fill 1` nodes. /// let fillKeypath = AnimationKeypath(keypath: "**.Fill 1.Color") /// /// A Color Value provider that returns a reddish color. /// let redValueProvider = ColorValueProvider(Color(r: 1, g: 0.2, b: 0.3, a: 1)) /// /// Set the provider on the animationView. /// animationView.setValueProvider(redValueProvider, keypath: fillKeypath) /// ``` public func setValueProvider(_ valueProvider: AnyValueProvider, keypath: AnimationKeypath) { lottieAnimationLayer.setValueProvider(valueProvider, keypath: keypath) } /// Reads the value of a property specified by the Keypath. /// Returns nil if no property is found. /// /// - Parameter for: The keypath used to search for the property. /// - Parameter atFrame: The Frame Time of the value to query. If nil then the current frame is used. public func getValue(for keypath: AnimationKeypath, atFrame: AnimationFrameTime?) -> Any? { lottieAnimationLayer.getValue(for: keypath, atFrame: atFrame) } /// Reads the original value of a property specified by the Keypath. /// This will ignore any value providers and can be useful when implementing a value providers that makes change to the original value from the animation. /// Returns nil if no property is found. /// /// - Parameter for: The keypath used to search for the property. /// - Parameter atFrame: The Frame Time of the value to query. If nil then the current frame is used. public func getOriginalValue(for keypath: AnimationKeypath, atFrame: AnimationFrameTime?) -> Any? { lottieAnimationLayer.getOriginalValue(for: keypath, atFrame: atFrame) } /// Logs all child keypaths. /// Logs the result of `allHierarchyKeypaths()` to the `LottieLogger`. public func logHierarchyKeypaths() { lottieAnimationLayer.logHierarchyKeypaths() } /// Computes and returns a list of all child keypaths in the current animation. /// The returned list is the same as the log output of `logHierarchyKeypaths()` public func allHierarchyKeypaths() -> [String] { lottieAnimationLayer.allHierarchyKeypaths() } /// Searches for the nearest child layer to the first Keypath and adds the subview /// to that layer. The subview will move and animate with the child layer. /// Furthermore the subview will be in the child layers coordinate space. /// /// Note: if no layer is found for the keypath, then nothing happens. /// /// - Parameter subview: The subview to add to the found animation layer. /// - Parameter keypath: The keypath used to find the animation layer. /// /// Example: /// ``` /// /// A keypath that finds `Layer 1` /// let layerKeypath = AnimationKeypath(keypath: "Layer 1") /// /// /// Wrap the custom view in an `AnimationSubview` /// let subview = AnimationSubview() /// subview.addSubview(customView) /// /// /// Set the provider on the animationView. /// animationView.addSubview(subview, forLayerAt: layerKeypath) /// ``` public func addSubview(_ subview: AnimationSubview, forLayerAt keypath: AnimationKeypath) { guard let sublayer = lottieAnimationLayer.rootAnimationLayer?.layer(for: keypath) else { return } setNeedsLayout() layoutIfNeeded() lottieAnimationLayer.forceDisplayUpdate() addSubview(subview) if let subViewLayer = subview.viewLayer { sublayer.addSublayer(subViewLayer) } } /// Converts a CGRect from the LottieAnimationView's coordinate space into the /// coordinate space of the layer found at Keypath. /// /// If no layer is found, nil is returned /// /// - Parameter rect: The CGRect to convert. /// - Parameter toLayerAt: The keypath used to find the layer. public func convert(_ rect: CGRect, toLayerAt keypath: AnimationKeypath?) -> CGRect? { let convertedRect = lottieAnimationLayer.convert(rect, toLayerAt: keypath) setNeedsLayout() layoutIfNeeded() return convertedRect } /// Converts a CGPoint from the LottieAnimationView's coordinate space into the /// coordinate space of the layer found at Keypath. /// /// If no layer is found, nil is returned /// /// - Parameter point: The CGPoint to convert. /// - Parameter toLayerAt: The keypath used to find the layer. public func convert(_ point: CGPoint, toLayerAt keypath: AnimationKeypath?) -> CGPoint? { let convertedRect = lottieAnimationLayer.convert(point, toLayerAt: keypath) setNeedsLayout() layoutIfNeeded() return convertedRect } /// Sets the enabled state of all animator nodes found with the keypath search. /// This can be used to interactively enable / disable parts of the animation. /// /// - Parameter isEnabled: When true the animator nodes affect the rendering tree. When false the node is removed from the tree. /// - Parameter keypath: The keypath used to find the node(s). public func setNodeIsEnabled(isEnabled: Bool, keypath: AnimationKeypath) { lottieAnimationLayer.setNodeIsEnabled(isEnabled: isEnabled, keypath: keypath) } /// Markers are a way to describe a point in time by a key name. /// /// Markers are encoded into animation JSON. By using markers a designer can mark /// playback points for a developer to use without having to worry about keeping /// track of animation frames. If the animation file is updated, the developer /// does not need to update playback code. /// /// Returns the Progress Time for the marker named. Returns nil if no marker found. public func progressTime(forMarker named: String) -> AnimationProgressTime? { lottieAnimationLayer.progressTime(forMarker: named) } /// Markers are a way to describe a point in time by a key name. /// /// Markers are encoded into animation JSON. By using markers a designer can mark /// playback points for a developer to use without having to worry about keeping /// track of animation frames. If the animation file is updated, the developer /// does not need to update playback code. /// /// Returns the Frame Time for the marker named. Returns nil if no marker found. public func frameTime(forMarker named: String) -> AnimationFrameTime? { lottieAnimationLayer.frameTime(forMarker: named) } /// Markers are a way to describe a point in time and a duration by a key name. /// /// Markers are encoded into animation JSON. By using markers a designer can mark /// playback points for a developer to use without having to worry about keeping /// track of animation frames. If the animation file is updated, the developer /// does not need to update playback code. /// /// - Returns: The duration frame time for the marker, or `nil` if no marker found. public func durationFrameTime(forMarker named: String) -> AnimationFrameTime? { lottieAnimationLayer.durationFrameTime(forMarker: named) } // MARK: Internal // The backing CALayer for this animation view. let lottieAnimationLayer: LottieAnimationLayer var animationLayer: RootAnimationLayer? { lottieAnimationLayer.rootAnimationLayer } /// Set animation name from Interface Builder @IBInspectable var animationName: String? { didSet { self.lottieAnimationLayer.animation = animationName.flatMap { LottieAnimation.named($0, animationCache: nil) } } } override func commonInit() { super.commonInit() lottieAnimationLayer.screenScale = screenScale viewLayer?.addSublayer(lottieAnimationLayer) lottieAnimationLayer.animationLoaded = { [weak self] _, animation in guard let self else { return } self.animationLoaded?(self, animation) self.invalidateIntrinsicContentSize() self.setNeedsLayout() } lottieAnimationLayer.animationLayerDidLoad = { [weak self] _, _ in guard let self else { return } self.invalidateIntrinsicContentSize() self.setNeedsLayout() } } override func layoutAnimation() { guard let animation = lottieAnimationLayer.animation, let animationLayer = lottieAnimationLayer.animationLayer else { return } var position = animation.bounds.center let xform: CATransform3D var shouldForceUpdates = false if let viewportFrame { shouldForceUpdates = contentMode == .redraw let compAspect = viewportFrame.size.width / viewportFrame.size.height let viewAspect = bounds.size.width / bounds.size.height let dominantDimension = compAspect > viewAspect ? bounds.size.width : bounds.size.height let compDimension = compAspect > viewAspect ? viewportFrame.size.width : viewportFrame.size.height let scale = dominantDimension / compDimension let viewportOffset = animation.bounds.center - viewportFrame.center xform = CATransform3DTranslate(CATransform3DMakeScale(scale, scale, 1), viewportOffset.x, viewportOffset.y, 0) position = bounds.center } else { switch contentMode { case .scaleToFill: position = bounds.center xform = CATransform3DMakeScale( bounds.size.width / animation.size.width, bounds.size.height / animation.size.height, 1) case .scaleAspectFit: position = bounds.center let compAspect = animation.size.width / animation.size.height let viewAspect = bounds.size.width / bounds.size.height let dominantDimension = compAspect > viewAspect ? bounds.size.width : bounds.size.height let compDimension = compAspect > viewAspect ? animation.size.width : animation.size.height let scale = dominantDimension / compDimension xform = CATransform3DMakeScale(scale, scale, 1) case .scaleAspectFill: position = bounds.center let compAspect = animation.size.width / animation.size.height let viewAspect = bounds.size.width / bounds.size.height let scaleWidth = compAspect < viewAspect let dominantDimension = scaleWidth ? bounds.size.width : bounds.size.height let compDimension = scaleWidth ? animation.size.width : animation.size.height let scale = dominantDimension / compDimension xform = CATransform3DMakeScale(scale, scale, 1) case .redraw: shouldForceUpdates = true xform = CATransform3DIdentity case .center: position = bounds.center xform = CATransform3DIdentity case .top: position.x = bounds.center.x xform = CATransform3DIdentity case .bottom: position.x = bounds.center.x position.y = bounds.maxY - animation.bounds.midY xform = CATransform3DIdentity case .left: position.y = bounds.center.y xform = CATransform3DIdentity case .right: position.y = bounds.center.y position.x = bounds.maxX - animation.bounds.midX xform = CATransform3DIdentity case .topLeft: xform = CATransform3DIdentity case .topRight: position.x = bounds.maxX - animation.bounds.midX xform = CATransform3DIdentity case .bottomLeft: position.y = bounds.maxY - animation.bounds.midY xform = CATransform3DIdentity case .bottomRight: position.x = bounds.maxX - animation.bounds.midX position.y = bounds.maxY - animation.bounds.midY xform = CATransform3DIdentity #if canImport(UIKit) @unknown default: logger.assertionFailure("unsupported contentMode: \(contentMode.rawValue)") xform = CATransform3DIdentity #endif } } // UIView Animation does not implicitly set CAAnimation time or timing fuctions. // If layout is changed in an animation we must get the current animation duration // and timing function and then manually create a CAAnimation to match the UIView animation. // If layout is changed without animation, explicitly set animation duration to 0.0 // inside CATransaction to avoid unwanted artifacts. /// Check if any animation exist on the view's layer, and match it. if let key = lottieAnimationLayer.animationKeys()?.first, let animation = lottieAnimationLayer.animation(forKey: key), animateLayoutChangesWithCurrentCoreAnimationContext { // The layout is happening within an animation block. Grab the animation data. let positionKey = "LayoutPositionAnimation" let transformKey = "LayoutTransformAnimation" animationLayer.removeAnimation(forKey: positionKey) animationLayer.removeAnimation(forKey: transformKey) let positionAnimation = animation.copy() as? CABasicAnimation ?? CABasicAnimation(keyPath: "position") positionAnimation.keyPath = "position" positionAnimation.isAdditive = false positionAnimation.fromValue = (animationLayer.presentation() ?? animationLayer).position positionAnimation.toValue = position positionAnimation.isRemovedOnCompletion = true let xformAnimation = animation.copy() as? CABasicAnimation ?? CABasicAnimation(keyPath: "transform") xformAnimation.keyPath = "transform" xformAnimation.isAdditive = false xformAnimation.fromValue = (animationLayer.presentation() ?? animationLayer).transform xformAnimation.toValue = xform xformAnimation.isRemovedOnCompletion = true animationLayer.position = position animationLayer.transform = xform animationLayer.anchorPoint = lottieAnimationLayer.anchorPoint animationLayer.add(positionAnimation, forKey: positionKey) animationLayer.add(xformAnimation, forKey: transformKey) } else { // In performance tests, we have to wrap the animation view setup // in a `CATransaction` in order for the layers to be deallocated at // the correct time. The `CATransaction`s in this method interfere // with the ones managed by the performance test, and aren't actually // necessary in a headless environment, so we disable them. if TestHelpers.performanceTestsAreRunning { animationLayer.position = position animationLayer.transform = xform } else { CATransaction.begin() CATransaction.setAnimationDuration(0.0) CATransaction.setAnimationTimingFunction(CAMediaTimingFunction(name: .linear)) animationLayer.position = position animationLayer.transform = xform CATransaction.commit() } } if shouldForceUpdates { lottieAnimationLayer.forceDisplayUpdate() } } func updateRasterizationState() { lottieAnimationLayer.updateRasterizationState() } /// Updates the animation frame. Does not affect any current animations func updateAnimationFrame(_ newFrame: CGFloat) { lottieAnimationLayer.updateAnimationFrame(newFrame) } @objc override func animationWillMoveToBackground() { updateAnimationForBackgroundState() } @objc override func animationWillEnterForeground() { updateAnimationForForegroundState() } override func animationMovedToWindow() { /// Don't update any state if the `superview` is `nil` /// When A viewA owns superViewB, it removes the superViewB from the window. At this point, viewA still owns superViewB and triggers the viewA method: -didmovetowindow guard superview != nil else { return } if window != nil { updateAnimationForForegroundState() } else { updateAnimationForBackgroundState() } } func updateInFlightAnimation() { lottieAnimationLayer.updateInFlightAnimation() } func loadAnimation(_ animationSource: LottieAnimationSource?) { lottieAnimationLayer.loadAnimation(animationSource) } // MARK: Fileprivate fileprivate var waitingToPlayAnimation = false fileprivate func updateAnimationForBackgroundState() { lottieAnimationLayer.updateAnimationForBackgroundState() } fileprivate func updateAnimationForForegroundState() { let wasWaitingToPlayAnimation = waitingToPlayAnimation if waitingToPlayAnimation { waitingToPlayAnimation = false } lottieAnimationLayer.updateAnimationForForegroundState(wasWaitingToPlayAnimation: wasWaitingToPlayAnimation) } // MARK: Private private let logger: LottieLogger }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/Animation/LottieAnimationView.swift
Swift
unknown
42,459
// // AnimationViewInitializers.swift // lottie-swift-iOS // // Created by Brandon Withrow on 2/6/19. // import Foundation extension LottieAnimationView { // MARK: Lifecycle /// Loads a Lottie animation from a JSON file in the supplied bundle. /// /// - Parameter name: The string name of the lottie animation with no file extension provided. /// - Parameter bundle: The bundle in which the animation is located. Defaults to the Main bundle. /// - Parameter subdirectory: A subdirectory in the bundle in which the animation is located. Optional. /// - Parameter imageProvider: An image provider for the animation's image data. /// If none is supplied Lottie will search in the supplied bundle for images. public convenience init( name: String, bundle: Bundle = Bundle.main, subdirectory: String? = nil, imageProvider: AnimationImageProvider? = nil, animationCache: AnimationCacheProvider? = LottieAnimationCache.shared, configuration: LottieConfiguration = .shared) { let animation = LottieAnimation.named(name, bundle: bundle, subdirectory: subdirectory, animationCache: animationCache) let provider = imageProvider ?? BundleImageProvider(bundle: bundle, searchPath: nil) self.init(animation: animation, imageProvider: provider, configuration: configuration) } /// Loads a Lottie animation from a JSON file in a specific path on disk. /// /// - Parameter name: The absolute path of the Lottie Animation. /// - Parameter imageProvider: An image provider for the animation's image data. /// If none is supplied Lottie will search in the supplied filepath for images. public convenience init( filePath: String, imageProvider: AnimationImageProvider? = nil, animationCache: AnimationCacheProvider? = LottieAnimationCache.shared, configuration: LottieConfiguration = .shared) { let animation = LottieAnimation.filepath(filePath, animationCache: animationCache) let provider = imageProvider ?? FilepathImageProvider(filepath: URL(fileURLWithPath: filePath).deletingLastPathComponent().path) self.init(animation: animation, imageProvider: provider, configuration: configuration) } /// Loads a Lottie animation asynchronously from the URL /// /// - Parameter url: The url to load the animation from. /// - Parameter imageProvider: An image provider for the animation's image data. /// If none is supplied Lottie will search in the main bundle for images. /// - Parameter closure: A closure to be called when the animation has loaded. public convenience init( url: URL, imageProvider: AnimationImageProvider? = nil, session: URLSession = .shared, closure: @escaping LottieAnimationView.DownloadClosure, animationCache: AnimationCacheProvider? = LottieAnimationCache.shared, configuration: LottieConfiguration = .shared) { if let animationCache, let animation = animationCache.animation(forKey: url.absoluteString) { self.init(animation: animation, imageProvider: imageProvider, configuration: configuration) closure(nil) } else { self.init(animation: nil, imageProvider: imageProvider, configuration: configuration) LottieAnimation.loadedFrom(url: url, session: session, closure: { animation in if let animation { self.animation = animation closure(nil) } else { closure(LottieDownloadError.downloadFailed) } }, animationCache: animationCache) } } /// Loads a Lottie animation from a JSON file located in the Asset catalog of the supplied bundle. /// - Parameter name: The string name of the lottie animation in the asset catalog. /// - Parameter bundle: The bundle in which the animation is located. /// Defaults to the Main bundle. /// - Parameter imageProvider: An image provider for the animation's image data. /// If none is supplied Lottie will search in the supplied bundle for images. public convenience init( asset name: String, bundle: Bundle = Bundle.main, imageProvider: AnimationImageProvider? = nil, animationCache: AnimationCacheProvider? = LottieAnimationCache.shared, configuration: LottieConfiguration = .shared) { let animation = LottieAnimation.asset(name, bundle: bundle, animationCache: animationCache) let provider = imageProvider ?? BundleImageProvider(bundle: bundle, searchPath: nil) self.init(animation: animation, imageProvider: provider, configuration: configuration) } // MARK: DotLottie /// Loads a Lottie animation from a .lottie file in the supplied bundle. /// /// - Parameter dotLottieName: The name of the lottie file without the lottie extension. EG "StarAnimation" /// - Parameter bundle: The bundle in which the lottie is located. Defaults to `Bundle.main` /// - Parameter subdirectory: A subdirectory in the bundle in which the lottie is located. Optional. /// - Parameter animationId: Animation id to play. Optional /// - Parameter completion: A closure that is called when the .lottie file is finished loading /// Defaults to first animation in file public convenience init( dotLottieName name: String, bundle: Bundle = Bundle.main, subdirectory: String? = nil, animationId: String? = nil, dotLottieCache: DotLottieCacheProvider? = DotLottieCache.sharedCache, configuration: LottieConfiguration = .shared, completion: ((LottieAnimationView, Error?) -> Void)? = nil) { self.init(dotLottie: nil, animationId: animationId, configuration: configuration) DotLottieFile.named(name, bundle: bundle, subdirectory: subdirectory, dotLottieCache: dotLottieCache) { result in switch result { case .success(let dotLottieFile): self.loadAnimation(animationId, from: dotLottieFile) completion?(self, nil) case .failure(let error): completion?(self, error) } } } /// Loads a Lottie from a .lottie file in a specific path on disk. /// /// - Parameter dotLottieFilePath: The absolute path of the Lottie file. /// - Parameter animationId: Animation id to play. Optional /// - Parameter completion: A closure that is called when the .lottie file is finished loading /// Defaults to first animation in file public convenience init( dotLottieFilePath filePath: String, animationId: String? = nil, dotLottieCache: DotLottieCacheProvider? = DotLottieCache.sharedCache, configuration: LottieConfiguration = .shared, completion: ((LottieAnimationView, Error?) -> Void)? = nil) { self.init(dotLottie: nil, animationId: animationId, configuration: configuration) DotLottieFile.loadedFrom(filepath: filePath, dotLottieCache: dotLottieCache) { result in switch result { case .success(let dotLottieFile): self.loadAnimation(animationId, from: dotLottieFile) completion?(self, nil) case .failure(let error): completion?(self, error) } } } /// Loads a Lottie file asynchronously from the URL /// /// - Parameter dotLottieUrl: The url to load the lottie file from. /// - Parameter animationId: Animation id to play. Optional. Defaults to first animation in file. /// - Parameter completion: A closure to be called when the animation has loaded. public convenience init( dotLottieUrl url: URL, animationId: String? = nil, dotLottieCache: DotLottieCacheProvider? = DotLottieCache.sharedCache, configuration: LottieConfiguration = .shared, session: URLSession = .shared, completion: ((LottieAnimationView, Error?) -> Void)? = nil) { if let dotLottieCache, let lottie = dotLottieCache.file(forKey: url.absoluteString) { self.init(dotLottie: lottie, animationId: animationId, configuration: configuration) completion?(self, nil) } else { self.init(dotLottie: nil, configuration: configuration) DotLottieFile.loadedFrom(url: url, session: session, dotLottieCache: dotLottieCache) { result in switch result { case .success(let lottie): self.loadAnimation(animationId, from: lottie) completion?(self, nil) case .failure(let error): completion?(self, error) } } } } /// Loads a Lottie from a .lottie file located in the Asset catalog of the supplied bundle. /// - Parameter name: The string name of the lottie file in the asset catalog. /// - Parameter bundle: The bundle in which the file is located. Defaults to the Main bundle. /// - Parameter animationId: Animation id to play. Optional /// - Parameter completion: A closure that is called when the .lottie file is finished loading /// Defaults to first animation in file public convenience init( dotLottieAsset name: String, bundle: Bundle = Bundle.main, animationId: String? = nil, dotLottieCache: DotLottieCacheProvider? = DotLottieCache.sharedCache, configuration: LottieConfiguration = .shared, completion: ((LottieAnimationView, Error?) -> Void)? = nil) { self.init(dotLottie: nil, animationId: animationId, configuration: configuration) DotLottieFile.asset(named: name, bundle: bundle, dotLottieCache: dotLottieCache) { result in switch result { case .success(let dotLottieFile): self.loadAnimation(animationId, from: dotLottieFile) completion?(self, nil) case .failure(let error): completion?(self, error) } } } // MARK: Public public typealias DownloadClosure = (Error?) -> Void } // MARK: - LottieDownloadError enum LottieDownloadError: Error { case downloadFailed }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/Animation/LottieAnimationViewInitializers.swift
Swift
unknown
9,601
// Created by Cal Stephens on 8/3/23. // Copyright © 2023 Airbnb Inc. All rights reserved. import Foundation // MARK: - LottiePlaybackMode /// Configuration for how a Lottie animation should be played public enum LottiePlaybackMode: Hashable { /// The animation is paused at the given state (e.g. paused at a specific frame) case paused(at: PausedState) /// The animation is playing using the given playback mode (e.g. looping from the start to the end) case playing(_ mode: PlaybackMode) @available(*, deprecated, renamed: "LottiePlaybackMode.paused(at:)", message: "Will be removed in a future major release.") case progress(_ progress: AnimationProgressTime) @available(*, deprecated, renamed: "LottiePlaybackMode.paused(at:)", message: "Will be removed in a future major release.") case frame(_ frame: AnimationFrameTime) @available(*, deprecated, renamed: "LottiePlaybackMode.paused(at:)", message: "Will be removed in a future major release.") case time(_ time: TimeInterval) @available(*, deprecated, renamed: "LottiePlaybackMode.paused(at:)", message: "Will be removed in a future major release.") case pause @available(*, deprecated, renamed: "LottiePlaybackMode.playing(_:)", message: "Will be removed in a future major release.") case fromProgress(_ fromProgress: AnimationProgressTime?, toProgress: AnimationProgressTime, loopMode: LottieLoopMode) @available(*, deprecated, renamed: "LottiePlaybackMode.playing(_:)", message: "Will be removed in a future major release.") case fromFrame(_ fromFrame: AnimationFrameTime?, toFrame: AnimationFrameTime, loopMode: LottieLoopMode) @available(*, deprecated, renamed: "LottiePlaybackMode.playing(_:)", message: "Will be removed in a future major release.") case fromMarker( _ fromMarker: String?, toMarker: String, playEndMarkerFrame: Bool = true, loopMode: LottieLoopMode) @available(*, deprecated, renamed: "LottiePlaybackMode.playing(_:)", message: "Will be removed in a future major release.") case marker(_ marker: String, loopMode: LottieLoopMode) @available(*, deprecated, renamed: "LottiePlaybackMode.playing(_:)", message: "Will be removed in a future major release.") case markers(_ markers: [String]) // MARK: Public public enum PausedState: Hashable { /// Any existing animation will be paused at the current frame. case currentFrame /// The animation is paused at the given progress value, /// a value between 0.0 (0% progress) and 1.0 (100% progress). case progress(_ progress: AnimationProgressTime) /// The animation is paused at the given frame of the animation. case frame(_ frame: AnimationFrameTime) /// The animation is paused at the given time value from the start of the animation. case time(_ time: TimeInterval) /// Pauses the animation at a given marker and position case marker(_ name: String, position: LottieMarkerPosition = .start) } public enum PlaybackMode: Hashable { /// Plays the animation from a progress (0-1) to a progress (0-1). /// - Parameter fromProgress: The start progress of the animation. If `nil` the animation will start at the current progress. /// - Parameter toProgress: The end progress of the animation. /// - Parameter loopMode: The loop behavior of the animation. case fromProgress( _ fromProgress: AnimationProgressTime?, toProgress: AnimationProgressTime, loopMode: LottieLoopMode) /// The animation plays from the given `fromFrame` to the given `toFrame`. /// - Parameter fromFrame: The start frame of the animation. If `nil` the animation will start at the current frame. /// - Parameter toFrame: The end frame of the animation. /// - Parameter loopMode: The loop behavior of the animation. case fromFrame( _ fromFrame: AnimationFrameTime?, toFrame: AnimationFrameTime, loopMode: LottieLoopMode) /// Plays the animation from a named marker to another marker. /// /// Markers are point in time that are encoded into the Animation data and assigned a name. /// /// NOTE: If markers are not found the play command will exit. /// /// - Parameter fromMarker: The start marker for the animation playback. If `nil` the /// animation will start at the current progress. /// - Parameter toMarker: The end marker for the animation playback. /// - Parameter playEndMarkerFrame: A flag to determine whether or not to play the frame of the end marker. If the /// end marker represents the end of the section to play, it should be to true. If the provided end marker /// represents the beginning of the next section, it should be false. /// - Parameter loopMode: The loop behavior of the animation. case fromMarker( _ fromMarker: String?, toMarker: String, playEndMarkerFrame: Bool = true, loopMode: LottieLoopMode) /// Plays the animation from a named marker to the end of the marker's duration. /// /// A marker is a point in time with an associated duration that is encoded into the /// animation data and assigned a name. /// /// NOTE: If marker is not found the play command will exit. /// /// - Parameter marker: The start marker for the animation playback. /// - Parameter loopMode: The loop behavior of the animation. case marker( _ marker: String, loopMode: LottieLoopMode) /// Plays the given markers sequentially in order. /// /// A marker is a point in time with an associated duration that is encoded into the /// animation data and assigned a name. Multiple markers can be played sequentially /// to create programmable animations. /// /// If a marker is not found, it will be skipped. /// /// If a marker doesn't have a duration value, it will play with a duration of 0 /// (effectively being skipped). /// /// If another animation is played (by calling any `play` method) while this /// marker sequence is playing, the marker sequence will be cancelled. /// /// - Parameter markers: The list of markers to play sequentially. case markers(_ markers: [String]) } } extension LottiePlaybackMode { public static var paused: Self { .paused(at: .currentFrame) } @available(*, deprecated, renamed: "LottiePlaybackMode.playing(_:)", message: "Will be removed in a future major release.") public static func toProgress(_ toProgress: AnimationProgressTime, loopMode: LottieLoopMode) -> LottiePlaybackMode { .playing(.fromProgress(nil, toProgress: toProgress, loopMode: loopMode)) } @available(*, deprecated, renamed: "LottiePlaybackMode.playing(_:)", message: "Will be removed in a future major release.") public static func toFrame(_ toFrame: AnimationFrameTime, loopMode: LottieLoopMode) -> LottiePlaybackMode { .playing(.fromFrame(nil, toFrame: toFrame, loopMode: loopMode)) } @available(*, deprecated, renamed: "LottiePlaybackMode.playing(_:)", message: "Will be removed in a future major release.") public static func toMarker( _ toMarker: String, playEndMarkerFrame: Bool = true, loopMode: LottieLoopMode) -> LottiePlaybackMode { .playing(.fromMarker(nil, toMarker: toMarker, playEndMarkerFrame: playEndMarkerFrame, loopMode: loopMode)) } } extension LottiePlaybackMode.PlaybackMode { /// Plays the animation from the current progress to a progress value (0-1). /// - Parameter toProgress: The end progress of the animation. /// - Parameter loopMode: The loop behavior of the animation. public static func toProgress(_ toProgress: AnimationProgressTime, loopMode: LottieLoopMode) -> Self { .fromProgress(nil, toProgress: toProgress, loopMode: loopMode) } // Plays the animation from the current frame to the given frame. /// - Parameter toFrame: The end frame of the animation. /// - Parameter loopMode: The loop behavior of the animation. public static func toFrame(_ toFrame: AnimationFrameTime, loopMode: LottieLoopMode) -> Self { .fromFrame(nil, toFrame: toFrame, loopMode: loopMode) } /// Plays the animation from the current frame to some marker. /// /// Markers are point in time that are encoded into the Animation data and assigned a name. /// /// NOTE: If the marker isn't found the play command will exit. /// /// - Parameter toMarker: The end marker for the animation playback. /// - Parameter playEndMarkerFrame: A flag to determine whether or not to play the frame of the end marker. If the /// end marker represents the end of the section to play, it should be to true. If the provided end marker /// represents the beginning of the next section, it should be false. /// - Parameter loopMode: The loop behavior of the animation. public static func toMarker( _ toMarker: String, playEndMarkerFrame: Bool = true, loopMode: LottieLoopMode) -> Self { .fromMarker(nil, toMarker: toMarker, playEndMarkerFrame: playEndMarkerFrame, loopMode: loopMode) } } // MARK: - LottieMarkerPosition /// The position within a marker. public enum LottieMarkerPosition: Hashable { case start case end } extension LottiePlaybackMode { /// Returns a copy of this `PlaybackMode` with the `LottieLoopMode` updated to the given value func loopMode(_ updatedLoopMode: LottieLoopMode) -> LottiePlaybackMode { switch self { case .playing(let playbackMode): return .playing(playbackMode.loopMode(updatedLoopMode)) case .fromProgress(let fromProgress, toProgress: let toProgress, _): return .playing(.fromProgress( fromProgress, toProgress: toProgress, loopMode: updatedLoopMode)) case .fromFrame(let fromFrame, toFrame: let toFrame, _): return .playing(.fromFrame( fromFrame, toFrame: toFrame, loopMode: updatedLoopMode)) case .fromMarker(let fromMarker, let toMarker, let playEndMarkerFrame, _): return .playing(.fromMarker( fromMarker, toMarker: toMarker, playEndMarkerFrame: playEndMarkerFrame, loopMode: updatedLoopMode)) case .marker(let marker, _): return .playing(.marker(marker, loopMode: updatedLoopMode)) case .pause, .paused, .progress(_), .time(_), .frame(_), .markers: return self } } } extension LottiePlaybackMode.PlaybackMode { /// Returns a copy of this `PlaybackMode` with the `LottieLoopMode` updated to the given value func loopMode(_ updatedLoopMode: LottieLoopMode) -> LottiePlaybackMode.PlaybackMode { switch self { case .fromProgress(let fromProgress, let toProgress, _): return .fromProgress(fromProgress, toProgress: toProgress, loopMode: updatedLoopMode) case .fromFrame(let fromFrame, let toFrame, _): return .fromFrame(fromFrame, toFrame: toFrame, loopMode: updatedLoopMode) case .fromMarker(let fromMarker, let toMarker, let playEndMarkerFrame, _): return .fromMarker(fromMarker, toMarker: toMarker, playEndMarkerFrame: playEndMarkerFrame, loopMode: updatedLoopMode) case .marker(let marker, _): return .marker(marker, loopMode: updatedLoopMode) case .markers: return self } } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/Animation/LottiePlaybackMode.swift
Swift
unknown
11,188
// Created by Bryn Bodayle on 1/20/22. // Copyright © 2022 Airbnb Inc. All rights reserved. #if canImport(SwiftUI) import SwiftUI // MARK: - LottieView /// A wrapper which exposes Lottie's `LottieAnimationView` to SwiftUI @available(iOS 13.0, tvOS 13.0, macOS 10.15, *) public struct LottieView<Placeholder: View>: UIViewConfiguringSwiftUIView { // MARK: Lifecycle /// Creates a `LottieView` that displays the given animation public init(animation: LottieAnimation?) where Placeholder == EmptyView { _animationSource = State(initialValue: animation.map(LottieAnimationSource.lottieAnimation)) placeholder = nil } /// Initializes a `LottieView` with the provided `DotLottieFile` for display. /// /// - Important: Avoid using this initializer with the `SynchronouslyBlockingCurrentThread` APIs. /// If decompression of a `.lottie` file is necessary, prefer using the `.init(_ loadAnimation:)` /// initializer, which takes an asynchronous closure: /// ``` /// LottieView { /// try await DotLottieFile.named(name) /// } /// ``` public init(dotLottieFile: DotLottieFile?) where Placeholder == EmptyView { _animationSource = State(initialValue: dotLottieFile.map(LottieAnimationSource.dotLottieFile)) placeholder = nil } /// Creates a `LottieView` that asynchronously loads and displays the given `LottieAnimation`. /// The `loadAnimation` closure is called exactly once in `onAppear`. /// If you wish to call `loadAnimation` again at a different time, you can use `.reloadAnimationTrigger(...)`. public init(_ loadAnimation: @escaping () async throws -> LottieAnimation?) where Placeholder == EmptyView { self.init(loadAnimation, placeholder: EmptyView.init) } /// Creates a `LottieView` that asynchronously loads and displays the given `LottieAnimation`. /// The `loadAnimation` closure is called exactly once in `onAppear`. /// If you wish to call `loadAnimation` again at a different time, you can use `.reloadAnimationTrigger(...)`. /// While the animation is loading, the `placeholder` view is shown in place of the `LottieAnimationView`. public init( _ loadAnimation: @escaping () async throws -> LottieAnimation?, @ViewBuilder placeholder: @escaping (() -> Placeholder)) { self.init { try await loadAnimation().map(LottieAnimationSource.lottieAnimation) } placeholder: { placeholder() } } /// Creates a `LottieView` that asynchronously loads and displays the given `DotLottieFile`. /// The `loadDotLottieFile` closure is called exactly once in `onAppear`. /// If you wish to call `loadAnimation` again at a different time, you can use `.reloadAnimationTrigger(...)`. /// You can use the `DotLottieFile` static methods API which use Swift concurrency to load your `.lottie` files: /// ``` /// LottieView { /// try await DotLottieFile.named(name) /// } /// ``` public init(_ loadDotLottieFile: @escaping () async throws -> DotLottieFile?) where Placeholder == EmptyView { self.init(loadDotLottieFile, placeholder: EmptyView.init) } /// Creates a `LottieView` that asynchronously loads and displays the given `DotLottieFile`. /// The `loadDotLottieFile` closure is called exactly once in `onAppear`. /// If you wish to call `loadAnimation` again at a different time, you can use `.reloadAnimationTrigger(...)`. /// While the animation is loading, the `placeholder` view is shown in place of the `LottieAnimationView`. /// You can use the `DotLottieFile` static methods API which use Swift concurrency to load your `.lottie` files: /// ``` /// LottieView { /// try await DotLottieFile.named(name) /// } placeholder: { /// LoadingView() /// } /// ``` public init( _ loadDotLottieFile: @escaping () async throws -> DotLottieFile?, @ViewBuilder placeholder: @escaping (() -> Placeholder)) { self.init { try await loadDotLottieFile().map(LottieAnimationSource.dotLottieFile) } placeholder: { placeholder() } } /// Creates a `LottieView` that asynchronously loads and displays the given `LottieAnimationSource`. /// The `loadAnimation` closure is called exactly once in `onAppear`. /// If you wish to call `loadAnimation` again at a different time, you can use `.reloadAnimationTrigger(...)`. /// While the animation is loading, the `placeholder` view is shown in place of the `LottieAnimationView`. public init(_ loadAnimation: @escaping () async throws -> LottieAnimationSource?) where Placeholder == EmptyView { self.init(loadAnimation, placeholder: EmptyView.init) } /// Creates a `LottieView` that asynchronously loads and displays the given `LottieAnimationSource`. /// The `loadAnimation` closure is called exactly once in `onAppear`. /// If you wish to call `loadAnimation` again at a different time, you can use `.reloadAnimationTrigger(...)`. /// While the animation is loading, the `placeholder` view is shown in place of the `LottieAnimationView`. public init( _ loadAnimation: @escaping () async throws -> LottieAnimationSource?, @ViewBuilder placeholder: @escaping () -> Placeholder) { self.loadAnimation = loadAnimation self.placeholder = placeholder _animationSource = State(initialValue: nil) } // MARK: Public public var body: some View { LottieAnimationView.swiftUIView { LottieAnimationView( animationSource: animationSource, imageProvider: imageProviderConfiguration?.imageProvider, textProvider: textProvider, fontProvider: fontProvider, configuration: configuration, logger: logger) } .sizing(sizing) .configure { context in applyCurrentAnimationConfiguration(to: context.view) } .configurations(configurations) .opacity(animationSource == nil ? 0 : 1) .overlay { placeholder?() .opacity(animationSource == nil ? 1 : 0) } .onAppear { loadAnimationIfNecessary() } .valueChanged(value: reloadAnimationTrigger) { _ in reloadAnimationTriggerDidChange() } } /// Returns a copy of this `LottieView` updated to have the given closure applied to its /// represented `LottieAnimationView` whenever it is updated via the `updateUIView(…)` /// or `updateNSView(…)` method. public func configure(_ configure: @escaping (LottieAnimationView) -> Void) -> Self { var copy = self copy.configurations.append { context in configure(context.view) } return copy } /// Returns a copy of this view that can be resized by scaling its animation to fit the size /// offered by its parent. public func resizable() -> Self { var copy = self copy.sizing = .proposed return copy } @available(*, deprecated, renamed: "playing()", message: "Will be removed in a future major release.") public func play() -> Self { playbackMode(.playing(.fromProgress(nil, toProgress: 1, loopMode: .playOnce))) } /// Returns a copy of this view that loops its animation from the start to end whenever visible public func looping() -> Self { playbackMode(.playing(.fromProgress(0, toProgress: 1, loopMode: .loop))) } @available(*, deprecated, renamed: "playing(_:)", message: "Will be removed in a future major release.") public func play(loopMode: LottieLoopMode = .playOnce) -> Self { playbackMode(.playing(.fromProgress(nil, toProgress: 1, loopMode: loopMode))) } @available(*, deprecated, renamed: "playbackMode(_:)", message: "Will be removed in a future major release.") public func play(_ playbackMode: LottiePlaybackMode) -> Self { self.playbackMode(playbackMode) } /// Returns a copy of this view playing with the given playback mode public func playing(_ mode: LottiePlaybackMode.PlaybackMode) -> Self { playbackMode(.playing(mode)) } /// Returns a copy of this view playing from the current frame to the end frame, /// with the given `LottiePlaybackMode`. public func playing(loopMode: LottieLoopMode) -> Self { playbackMode(.playing(.fromProgress(nil, toProgress: 1, loopMode: loopMode))) } // Returns a copy of this view playing once from the current frame to the end frame public func playing() -> Self { playbackMode(.playing(.fromProgress(nil, toProgress: 1, loopMode: .playOnce))) } /// Returns a copy of this view paused with the given state public func paused(at state: LottiePlaybackMode.PausedState = .currentFrame) -> Self { playbackMode(.paused(at: state)) } /// Returns a copy of this view using the given `LottiePlaybackMode` public func playbackMode(_ playbackMode: LottiePlaybackMode) -> Self { var copy = self copy.playbackMode = playbackMode return copy } /// Returns a copy of this view playing its animation at the given speed public func animationSpeed(_ animationSpeed: Double) -> Self { var copy = self copy.animationSpeed = animationSpeed return copy } /// Returns a copy of this view with the given closure that is called whenever the /// `LottieAnimationSource` provided via `init` is loaded and applied to the underlying `LottieAnimationView`. public func animationDidLoad(_ animationDidLoad: @escaping (LottieAnimationSource) -> Void) -> Self { var copy = self copy.animationDidLoad = animationDidLoad return copy } /// Returns a copy of this view with the given `LottieCompletionBlock` that is called /// when an animation finishes playing. public func animationDidFinish(_ animationCompletionHandler: LottieCompletionBlock?) -> Self { var copy = self copy.animationCompletionHandler = { [previousCompletionHandler = self.animationCompletionHandler] completed in previousCompletionHandler?(completed) animationCompletionHandler?(completed) } return copy } /// Returns a copy of this view updated to have the provided background behavior. public func backgroundBehavior(_ value: LottieBackgroundBehavior) -> Self { configure { view in view.backgroundBehavior = value } } /// Returns a copy of this view with its accessibility label updated to the given value. public func accessibilityLabel(_ accessibilityLabel: String?) -> Self { configure { view in #if os(macOS) view.setAccessibilityElement(accessibilityLabel != nil) view.setAccessibilityLabel(accessibilityLabel) #else view.isAccessibilityElement = accessibilityLabel != nil view.accessibilityLabel = accessibilityLabel #endif } } /// Returns a copy of this view with its `LottieConfiguration` updated to the given value. public func configuration(_ configuration: LottieConfiguration) -> Self { var copy = self copy.configuration = configuration copy = copy.configure { view in if view.configuration != configuration { view.configuration = configuration } } return copy } /// Returns a copy of this view with its `LottieLogger` updated to the given value. /// - The underlying `LottieAnimationView`'s `LottieLogger` is immutable after configured, /// so this value is only used when initializing the `LottieAnimationView` for the first time. public func logger(_ logger: LottieLogger) -> Self { var copy = self copy.logger = logger return copy } /// Returns a copy of this view with its image provider updated to the given value. /// The image provider must be `Equatable` to avoid unnecessary state updates / re-renders. public func imageProvider<ImageProvider: AnimationImageProvider & Equatable>(_ imageProvider: ImageProvider) -> Self { var copy = self copy.imageProviderConfiguration = ( imageProvider: imageProvider, imageProvidersAreEqual: { untypedLHS, untypedRHS in guard let lhs = untypedLHS as? ImageProvider, let rhs = untypedRHS as? ImageProvider else { return false } return lhs == rhs }) return copy } /// Returns a copy of this view with its text provider updated to the given value. /// The image provider must be `Equatable` to avoid unnecessary state updates / re-renders. public func textProvider<TextProvider: AnimationKeypathTextProvider & Equatable>(_ textProvider: TextProvider) -> Self { var copy = self copy.textProvider = textProvider copy = copy.configure { view in if (view.textProvider as? TextProvider) != textProvider { view.textProvider = textProvider } } return copy } /// Returns a copy of this view with its image provider updated to the given value. /// The image provider must be `Equatable` to avoid unnecessary state updates / re-renders. public func fontProvider<FontProvider: AnimationFontProvider & Equatable>(_ fontProvider: FontProvider) -> Self { var copy = self copy.fontProvider = fontProvider copy = configure { view in if (view.fontProvider as? FontProvider) != fontProvider { view.fontProvider = fontProvider } } return copy } /// Returns a copy of this view using the given value provider for the given keypath. /// The value provider must be `Equatable` to avoid unnecessary state updates / re-renders. public func valueProvider<ValueProvider: AnyValueProvider & Equatable>( _ valueProvider: ValueProvider, for keypath: AnimationKeypath) -> Self { configure { view in if (view.valueProviders[keypath] as? ValueProvider) != valueProvider { view.setValueProvider(valueProvider, keypath: keypath) } } } /// Returns a copy of this view updated to display the given `AnimationProgressTime`. /// - If the `currentProgress` value is provided, the `currentProgress` of the /// underlying `LottieAnimationView` is updated. This will pause any existing animations. /// - If the `animationProgress` is `nil`, no changes will be made and any existing animations /// will continue playing uninterrupted. public func currentProgress(_ currentProgress: AnimationProgressTime?) -> Self { guard let currentProgress else { return self } var copy = self copy.playbackMode = .paused(at: .progress(currentProgress)) return copy } /// Returns a copy of this view updated to display the given `AnimationFrameTime`. /// - If the `currentFrame` value is provided, the `currentFrame` of the /// underlying `LottieAnimationView` is updated. This will pause any existing animations. /// - If the `currentFrame` is `nil`, no changes will be made and any existing animations /// will continue playing uninterrupted. public func currentFrame(_ currentFrame: AnimationFrameTime?) -> Self { guard let currentFrame else { return self } var copy = self copy.playbackMode = .paused(at: .frame(currentFrame)) return copy } /// Returns a copy of this view updated to display the given time value. /// - If the `currentTime` value is provided, the `currentTime` of the /// underlying `LottieAnimationView` is updated. This will pause any existing animations. /// - If the `currentTime` is `nil`, no changes will be made and any existing animations /// will continue playing uninterrupted. public func currentTime(_ currentTime: TimeInterval?) -> Self { guard let currentTime else { return self } var copy = self copy.playbackMode = .paused(at: .time(currentTime)) return copy } /// Returns a new instance of this view, which will invoke the provided `loadAnimation` closure /// whenever the `binding` value is updated. /// /// - Note: This function requires a valid `loadAnimation` closure provided during view initialization, /// otherwise `reloadAnimationTrigger` will have no effect. /// - Parameters: /// - binding: The binding that triggers the reloading when its value changes. /// - showPlaceholder: When `true`, the current animation will be removed before invoking `loadAnimation`, /// displaying the `Placeholder` until the new animation loads. /// When `false`, the previous animation remains visible while the new one loads. public func reloadAnimationTrigger(_ value: some Equatable, showPlaceholder: Bool = true) -> Self { var copy = self copy.reloadAnimationTrigger = AnyEquatable(value) copy.showPlaceholderWhileReloading = showPlaceholder return copy } /// Returns a view that updates the given binding each frame with the animation's `realtimeAnimationProgress`. /// The `LottieView` is wrapped in a `TimelineView` with the `.animation` schedule. /// - This is a one-way binding. Its value is updated but never read. /// - If provided, the binding will be updated each frame with the `realtimeAnimationProgress` /// of the underlying `LottieAnimationView`. This is potentially expensive since it triggers /// a state update every frame. /// - If the binding is `nil`, the `TimelineView` will be paused and no updates will occur to the binding. @available(iOS 15.0, tvOS 15.0, macOS 12.0, *) public func getRealtimeAnimationProgress(_ realtimeAnimationProgress: Binding<AnimationProgressTime>?) -> some View { TimelineView(.animation(paused: realtimeAnimationProgress == nil)) { _ in configure { view in if let realtimeAnimationProgress { DispatchQueue.main.async { realtimeAnimationProgress.wrappedValue = view.realtimeAnimationProgress } } } } } /// Returns a view that updates the given binding each frame with the animation's `realtimeAnimationProgress`. /// The `LottieView` is wrapped in a `TimelineView` with the `.animation` schedule. /// - This is a one-way binding. Its value is updated but never read. /// - If provided, the binding will be updated each frame with the `realtimeAnimationProgress` /// of the underlying `LottieAnimationView`. This is potentially expensive since it triggers /// a state update every frame. /// - If the binding is `nil`, the `TimelineView` will be paused and no updates will occur to the binding. @available(iOS 15.0, tvOS 15.0, macOS 12.0, *) public func getRealtimeAnimationFrame(_ realtimeAnimationFrame: Binding<AnimationFrameTime>?) -> some View { TimelineView(.animation(paused: realtimeAnimationFrame == nil)) { _ in configure { view in if let realtimeAnimationFrame { DispatchQueue.main.async { realtimeAnimationFrame.wrappedValue = view.realtimeAnimationFrame } } } } } /// Returns a copy of this view with the `DotLottieConfigurationComponents` /// updated to the given value. /// - Defaults to `[.imageProvider]` /// - If a component is specified here, that value in the `DotLottieConfiguration` /// of an active dotLottie animation will override any value provided via other methods. public func dotLottieConfigurationComponents( _ dotLottieConfigurationComponents: DotLottieConfigurationComponents) -> Self { var copy = self copy.dotLottieConfigurationComponents = dotLottieConfigurationComponents return copy } // MARK: Internal var configurations = [SwiftUIView<LottieAnimationView, Void>.Configuration]() // MARK: Private @State private var animationSource: LottieAnimationSource? private var playbackMode: LottiePlaybackMode? private var animationSpeed: Double? private var reloadAnimationTrigger: AnyEquatable? private var loadAnimation: (() async throws -> LottieAnimationSource?)? private var animationDidLoad: ((LottieAnimationSource) -> Void)? private var animationCompletionHandler: LottieCompletionBlock? private var showPlaceholderWhileReloading = false private var textProvider: AnimationKeypathTextProvider = DefaultTextProvider() private var fontProvider: AnimationFontProvider = DefaultFontProvider() private var configuration: LottieConfiguration = .shared private var dotLottieConfigurationComponents: DotLottieConfigurationComponents = .imageProvider private var logger: LottieLogger = .shared private var sizing = SwiftUIMeasurementContainerStrategy.automatic private let placeholder: (() -> Placeholder)? private var imageProviderConfiguration: ( imageProvider: AnimationImageProvider, imageProvidersAreEqual: (AnimationImageProvider, AnimationImageProvider) -> Bool)? private func loadAnimationIfNecessary() { guard let loadAnimation else { return } Task { do { animationSource = try await loadAnimation() } catch { logger.warn("Failed to load asynchronous Lottie animation with error: \(error)") } } } private func reloadAnimationTriggerDidChange() { guard loadAnimation != nil else { return } if showPlaceholderWhileReloading { animationSource = nil } loadAnimationIfNecessary() } /// Applies playback configuration for the current animation to the `LottieAnimationView` private func applyCurrentAnimationConfiguration(to view: LottieAnimationView) { guard let animationSource else { return } var imageProviderConfiguration = imageProviderConfiguration var playbackMode = playbackMode var animationSpeed = animationSpeed // When playing a dotLottie animation, its `DotLottieConfiguration` // can override some behavior of the animation. if let dotLottieConfiguration = animationSource.dotLottieAnimation?.configuration { // Only use the value from the `DotLottieConfiguration` is that component // is specified in the list of `dotLottieConfigurationComponents`. if dotLottieConfigurationComponents.contains(.loopMode) { playbackMode = playbackMode?.loopMode(dotLottieConfiguration.loopMode) } if dotLottieConfigurationComponents.contains(.animationSpeed) { animationSpeed = dotLottieConfiguration.speed } if dotLottieConfigurationComponents.contains(.imageProvider), let dotLottieImageProvider = dotLottieConfiguration.dotLottieImageProvider { imageProviderConfiguration = ( imageProvider: dotLottieImageProvider, imageProvidersAreEqual: { untypedLHS, untypedRHS in guard let lhs = untypedLHS as? DotLottieImageProvider, let rhs = untypedRHS as? DotLottieImageProvider else { return false } return lhs == rhs }) } } // We check referential equality of the animation before updating as updating the // animation has a side-effect of rebuilding the animation layer, and it would be // prohibitive to do so on every state update. if animationSource.animation !== view.animation { view.loadAnimation(animationSource) animationDidLoad?(animationSource) } if let playbackMode, playbackMode != view.currentPlaybackMode { view.setPlaybackMode(playbackMode, completion: animationCompletionHandler) } if let (imageProvider, imageProvidersAreEqual) = imageProviderConfiguration, !imageProvidersAreEqual(imageProvider, view.imageProvider) { view.imageProvider = imageProvider } if let animationSpeed, animationSpeed != view.animationSpeed { view.animationSpeed = animationSpeed } } } @available(iOS 13.0, tvOS 13.0, macOS 10.15, *) extension View { /// The `.overlay` modifier that uses a `ViewBuilder` is available in iOS 15+, this helper function helps us to use the same API in older OSs fileprivate func overlay( @ViewBuilder content: () -> some View) -> some View { overlay(content(), alignment: .center) } } #endif
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/Animation/LottieView.swift
Swift
unknown
23,684
// // AnimationCacheProvider.swift // lottie-swift // // Created by Brandon Withrow on 2/5/19. // /// `AnimationCacheProvider` is a protocol that describes an Animation Cache. /// Animation Cache is used when loading `LottieAnimation` models. Using an Animation Cache /// can increase performance when loading an animation multiple times. /// /// Lottie comes with a prebuilt LRU Animation Cache. public protocol AnimationCacheProvider: AnyObject, Sendable { func animation(forKey: String) -> LottieAnimation? func setAnimation(_ animation: LottieAnimation, forKey: String) func clearCache() }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/AnimationCache/AnimationCacheProvider.swift
Swift
unknown
608
// // DefaultAnimationCache.swift // Lottie // // Created by Marcelo Fabri on 10/18/22. // import Foundation // MARK: - DefaultAnimationCache /// A thread-safe Animation Cache that will store animations up to `cacheSize`. /// /// Once `cacheSize` is reached, animations can be ejected. /// The default size of the cache is 100. /// /// This cache implementation also responds to memory pressure. public class DefaultAnimationCache: AnimationCacheProvider { // MARK: Lifecycle public init() { cache.countLimit = Self.defaultCacheCountLimit } // MARK: Public /// The global shared Cache. public static let sharedCache = DefaultAnimationCache() /// The maximum number of animations that can be stored in the cache. public var cacheSize: Int { get { cache.countLimit } set { cache.countLimit = newValue } } /// Clears the Cache. public func clearCache() { cache.removeAllValues() } public func animation(forKey key: String) -> LottieAnimation? { cache.value(forKey: key) } public func setAnimation(_ animation: LottieAnimation, forKey key: String) { cache.setValue(animation, forKey: key) } // MARK: Private private static let defaultCacheCountLimit = 100 /// The underlying storage of this cache. /// - We use the `LRUCache` library instead of `NSCache`, because `NSCache` /// clears all cached values when the app is backgrounded instead of /// only when the app receives a memory warning notification. private let cache = LRUCache<String, LottieAnimation>() } // MARK: Sendable // LottieAnimationCache has a Sendable requirement, but we can't // redesign DefaultAnimationCache to be properly Sendable without // making breaking changes. // swiftlint:disable:next no_unchecked_sendable extension DefaultAnimationCache: @unchecked Sendable { }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/AnimationCache/DefaultAnimationCache.swift
Swift
unknown
1,837
// // LRUAnimationCache.swift // lottie-swift // // Created by Brandon Withrow on 2/5/19. // @available(*, deprecated, message: """ Use DefaultAnimationCache instead, which is thread-safe and automatically responds to memory pressure. """) public typealias LRUAnimationCache = DefaultAnimationCache
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/AnimationCache/LRUAnimationCache.swift
Swift
unknown
307
// // LottieAnimationCache.swift // Lottie // // Created by Marcelo Fabri on 10/17/22. // /// A customization point to configure which `AnimationCacheProvider` will be used. public enum LottieAnimationCache { /// The animation cache that will be used when loading `LottieAnimation` models. /// Using an Animation Cache can increase performance when loading an animation multiple times. /// Defaults to DefaultAnimationCache.sharedCache. public static var shared: AnimationCacheProvider? = DefaultAnimationCache.sharedCache }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/AnimationCache/LottieAnimationCache.swift
Swift
unknown
538
// Created by Cal Stephens on 7/14/23. // Copyright © 2023 Airbnb Inc. All rights reserved. /// How animation files should be decoded public enum DecodingStrategy: Hashable { /// Use Codable. This is was the default strategy introduced on Lottie 3, but should be rarely /// used as it's slower than `dictionaryBased`. Kept here for any possible compatibility issues /// that may come up, but consider it soft-deprecated. case legacyCodable /// Manually deserialize a dictionary into an Animation. /// This should be at least 2-3x faster than using Codable and due to that /// it's the default as of Lottie 4.x. case dictionaryBased }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/Configuration/DecodingStrategy.swift
Swift
unknown
653
// Created by Cal Stephens on 12/13/21. // Copyright © 2021 Airbnb Inc. All rights reserved. import QuartzCore /// Global configuration options for Lottie animations public struct LottieConfiguration: Hashable { // MARK: Lifecycle public init( renderingEngine: RenderingEngineOption = .automatic, decodingStrategy: DecodingStrategy = .dictionaryBased, colorSpace: CGColorSpace = CGColorSpaceCreateDeviceRGB(), reducedMotionOption: ReducedMotionOption = .systemReducedMotionToggle) { self.renderingEngine = renderingEngine self.decodingStrategy = decodingStrategy self.colorSpace = colorSpace self.reducedMotionOption = reducedMotionOption } // MARK: Public /// The global configuration of Lottie, /// which applies to all `LottieAnimationView`s by default. public static var shared = LottieConfiguration() /// The rendering engine implementation to use when displaying an animation /// - Defaults to `RenderingEngineOption.automatic`, which uses the /// Core Animation rendering engine for supported animations, and /// falls back to using the Main Thread rendering engine for /// animations that use features not supported by the Core Animation engine. public var renderingEngine: RenderingEngineOption /// The decoding implementation to use when parsing an animation JSON file public var decodingStrategy: DecodingStrategy /// Options for controlling animation behavior in response to user / system "reduced motion" configuration. /// - Defaults to `ReducedMotionOption.systemReducedMotionToggle`, which returns `.reducedMotion` /// when the system `UIAccessibility.isReduceMotionEnabled` option is `true`. public var reducedMotionOption: ReducedMotionOption /// The color space to be used for rendering /// - Defaults to `CGColorSpaceCreateDeviceRGB()` public var colorSpace: CGColorSpace }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/Configuration/LottieConfiguration.swift
Swift
unknown
1,898
// Created by Cal Stephens on 7/14/23. // Copyright © 2023 Airbnb Inc. All rights reserved. #if canImport(UIKit) import UIKit #elseif canImport(AppKit) import AppKit #endif // MARK: - ReducedMotionOption /// Options for controlling animation behavior in response to user / system "reduced motion" configuration public enum ReducedMotionOption { /// Always use the specific given `ReducedMotionMode` value. case specific(ReducedMotionMode) /// Dynamically check the given `ReducedMotionOptionProvider` each time an animation begins. /// - Includes a Hashable `dataID` to support `ReducedMotionOption`'s `Hashable` requirement, /// which is required due to `LottieConfiguration`'s existing `Hashable` requirement. case dynamic(ReducedMotionOptionProvider, dataID: AnyHashable) } extension ReducedMotionOption { /// The standard behavior where Lottie animations play normally with no overrides. /// By default this mode is used when the system "reduced motion" option is disabled. public static var standardMotion: ReducedMotionOption { .specific(.standardMotion) } /// Lottie animations with a "reduced motion" marker will play that marker instead of any other animations. /// By default this mode is used when the system "reduced motion" option is enabled. /// - Valid marker names include "reduced motion", "reducedMotion", "reduced_motion" (case insensitive). public static var reducedMotion: ReducedMotionOption { .specific(.reducedMotion) } /// A `ReducedMotionOptionProvider` that returns `.reducedMotion` when /// the system `UIAccessibility.isReduceMotionEnabled` option is `true`. /// This is the default option of `LottieConfiguration`. public static var systemReducedMotionToggle: ReducedMotionOption { .dynamic(SystemReducedMotionOptionProvider(), dataID: ObjectIdentifier(SystemReducedMotionOptionProvider.self)) } } extension ReducedMotionOption { /// The current `ReducedMotionMode` based on the currently selected option. public var currentReducedMotionMode: ReducedMotionMode { switch self { case .specific(let specificMode): return specificMode case .dynamic(let optionProvider, _): return optionProvider.currentReducedMotionMode } } } // MARK: Hashable extension ReducedMotionOption: Hashable { public static func ==(_ lhs: ReducedMotionOption, _ rhs: ReducedMotionOption) -> Bool { switch (lhs, rhs) { case (.specific(let lhsMode), .specific(let rhsMode)): return lhsMode == rhsMode case (.dynamic(_, let lhsDataID), .dynamic(_, dataID: let rhsDataID)): return lhsDataID == rhsDataID case (.dynamic, .specific), (.specific, .dynamic): return false } } public func hash(into hasher: inout Hasher) { switch self { case .specific(let mode): hasher.combine(mode) case .dynamic(_, let dataID): hasher.combine(dataID) } } } // MARK: - ReducedMotionMode public enum ReducedMotionMode: Hashable { /// The default behavior where Lottie animations play normally with no overrides /// By default this mode is used when the system "reduced motion" option is disabled. case standardMotion /// Lottie animations with a "reduced motion" marker will play that marker instead of any other animations. /// By default this mode is used when the system "reduced motion" option is enabled. case reducedMotion } // MARK: - ReducedMotionOptionProvider /// A type that returns a dynamic `ReducedMotionMode` which is checked when playing a Lottie animation. public protocol ReducedMotionOptionProvider { var currentReducedMotionMode: ReducedMotionMode { get } } // MARK: - SystemReducedMotionOptionProvider /// A `ReducedMotionOptionProvider` that returns `.reducedMotion` when /// the system `UIAccessibility.isReduceMotionEnabled` option is `true`. public struct SystemReducedMotionOptionProvider: ReducedMotionOptionProvider { public init() { } public var currentReducedMotionMode: ReducedMotionMode { #if canImport(UIKit) if UIAccessibility.isReduceMotionEnabled { return .reducedMotion } else { return .standardMotion } #else return .standardMotion #endif } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/Configuration/ReducedMotionOption.swift
Swift
unknown
4,191
// Created by Cal Stephens on 7/14/23. // Copyright © 2023 Airbnb Inc. All rights reserved. // MARK: - RenderingEngineOption public enum RenderingEngineOption: Hashable { /// Uses the Core Animation engine for supported animations, and falls back to using /// the Main Thread engine for animations that use features not supported by the /// Core Animation engine. case automatic /// Uses the specified rendering engine case specific(RenderingEngine) // MARK: Public /// The Main Thread rendering engine, which supports all Lottie features /// but runs on the main thread, which comes with some CPU overhead and /// can cause the animation to play at a low framerate when the CPU is busy. public static var mainThread: RenderingEngineOption { .specific(.mainThread) } /// The Core Animation rendering engine, that animates using Core Animation /// and has better performance characteristics than the Main Thread engine, /// but doesn't support all Lottie features. /// - In general, prefer using `RenderingEngineOption.automatic` over /// `RenderingEngineOption.coreAnimation`. The Core Animation rendering /// engine doesn't support all features supported by the Main Thread /// rendering engine. When using `RenderingEngineOption.automatic`, /// Lottie will automatically fall back to the Main Thread engine /// when necessary. public static var coreAnimation: RenderingEngineOption { .specific(.coreAnimation) } } // MARK: - RenderingEngine /// The rendering engine implementation to use when displaying an animation public enum RenderingEngine: Hashable { /// The Main Thread rendering engine, which supports all Lottie features /// but runs on the main thread, which comes with some CPU overhead and /// can cause the animation to play at a low framerate when the CPU is busy. case mainThread /// The Core Animation rendering engine, that animates using Core Animation /// and has better performance characteristics than the Main Thread engine, /// but doesn't support all Lottie features. case coreAnimation } // MARK: - RenderingEngineOption + RawRepresentable, CustomStringConvertible extension RenderingEngineOption: RawRepresentable, CustomStringConvertible { // MARK: Lifecycle public init?(rawValue: String) { if rawValue == "Automatic" { self = .automatic } else if let engine = RenderingEngine(rawValue: rawValue) { self = .specific(engine) } else { return nil } } // MARK: Public public var rawValue: String { switch self { case .automatic: return "Automatic" case .specific(let engine): return engine.rawValue } } public var description: String { rawValue } } // MARK: - RenderingEngine + RawRepresentable, CustomStringConvertible extension RenderingEngine: RawRepresentable, CustomStringConvertible { // MARK: Lifecycle public init?(rawValue: String) { switch rawValue { case "Main Thread": self = .mainThread case "Core Animation": self = .coreAnimation default: return nil } } // MARK: Public public var rawValue: String { switch self { case .mainThread: return "Main Thread" case .coreAnimation: return "Core Animation" } } public var description: String { rawValue } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/Configuration/RenderingEngineOption.swift
Swift
unknown
3,356
// // AnimatedButton.swift // lottie-swift // // Created by Brandon Withrow on 2/4/19. // #if canImport(UIKit) import UIKit #elseif canImport(AppKit) import AppKit #endif // MARK: - AnimatedButton /// An interactive button that plays an animation when pressed. open class AnimatedButton: AnimatedControl { // MARK: Lifecycle public override init( animation: LottieAnimation?, configuration: LottieConfiguration = .shared) { super.init(animation: animation, configuration: configuration) #if canImport(UIKit) isAccessibilityElement = true #elseif canImport(AppKit) setAccessibilityElement(true) #endif } public override init() { super.init() #if canImport(UIKit) isAccessibilityElement = true #elseif canImport(AppKit) setAccessibilityElement(true) #endif } required public init?(coder aDecoder: NSCoder) { super.init(coder: aDecoder) #if canImport(UIKit) isAccessibilityElement = true #elseif canImport(AppKit) setAccessibilityElement(true) #endif } // MARK: Open #if canImport(UIKit) open override func beginTracking(_ touch: UITouch, with event: UIEvent?) -> Bool { let _ = super.beginTracking(touch, with: event) let touchEvent = UIControl.Event.touchDown if let playRange = rangesForEvents[touchEvent.id] { animationView.play(fromProgress: playRange.from, toProgress: playRange.to, loopMode: .playOnce) } return true } open override func endTracking(_ touch: UITouch?, with event: UIEvent?) { super.endTracking(touch, with: event) let touchEvent: UIControl.Event if let touch, bounds.contains(touch.location(in: self)) { touchEvent = UIControl.Event.touchUpInside performAction?() } else { touchEvent = UIControl.Event.touchUpOutside } if let playRange = rangesForEvents[touchEvent.id] { animationView.play(fromProgress: playRange.from, toProgress: playRange.to, loopMode: .playOnce) } } #elseif canImport(AppKit) open override func handle(_ event: LottieNSControlEvent) { super.handle(event) if let playRange = rangesForEvents[event.id] { animationView.play(fromProgress: playRange.from, toProgress: playRange.to, loopMode: .playOnce) } if event == .touchUpInside { performAction?() } } #endif // MARK: Public /// A closure that is called when the button is pressed / clicked public var performAction: (() -> Void)? #if canImport(UIKit) public override var accessibilityTraits: UIAccessibilityTraits { set { super.accessibilityTraits = newValue } get { super.accessibilityTraits.union(.button) } } #endif /// Sets the play range for the given UIControlEvent. public func setPlayRange(fromProgress: AnimationProgressTime, toProgress: AnimationProgressTime, event: LottieControlEvent) { rangesForEvents[event.id] = (from: fromProgress, to: toProgress) } /// Sets the play range for the given UIControlEvent. public func setPlayRange(fromMarker fromName: String, toMarker toName: String, event: LottieControlEvent) { if let start = animationView.progressTime(forMarker: fromName), let end = animationView.progressTime(forMarker: toName) { rangesForEvents[event.id] = (from: start, to: end) } } // MARK: Private private var rangesForEvents: [AnyHashable: (from: CGFloat, to: CGFloat)] = [LottieControlEvent.touchUpInside.id: ( from: 0, to: 1)] }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/Controls/AnimatedButton.swift
Swift
unknown
3,480
// // AnimatedControl.swift // lottie-swift // // Created by Brandon Withrow on 2/4/19. // #if canImport(UIKit) import UIKit #elseif canImport(AppKit) import AppKit #endif // MARK: - AnimatedControl /// Lottie comes prepacked with a two Animated Controls, `AnimatedSwitch` and /// `AnimatedButton`. Both of these controls are built on top of `AnimatedControl` /// /// `AnimatedControl` is a subclass of `UIControl` that provides an interactive /// mechanism for controlling the visual state of an animation in response to /// user actions. /// /// The `AnimatedControl` will show and hide layers depending on the current /// `UIControl.State` of the control. /// /// Users of `AnimationControl` can set a Layer Name for each `UIControl.State`. /// When the state is change the `AnimationControl` will change the visibility /// of its layers. /// /// NOTE: Do not initialize directly. This is intended to be subclassed. open class AnimatedControl: LottieControlType { // MARK: Lifecycle // MARK: Initializers public init( animation: LottieAnimation?, configuration: LottieConfiguration = .shared) { animationView = LottieAnimationView( animation: animation, configuration: configuration) super.init(frame: animation?.bounds ?? .zero) commonInit() } public init() { animationView = LottieAnimationView() super.init(frame: .zero) commonInit() } required public init?(coder aDecoder: NSCoder) { animationView = LottieAnimationView() super.init(coder: aDecoder) commonInit() } // MARK: Open // MARK: UIControl Overrides open override var isEnabled: Bool { didSet { updateForState() } } #if canImport(UIKit) open override var isSelected: Bool { didSet { updateForState() } } #endif open override var isHighlighted: Bool { didSet { updateForState() } } open override var intrinsicContentSize: CGSize { animationView.intrinsicContentSize } #if canImport(UIKit) open override func beginTracking(_ touch: UITouch, with event: UIEvent?) -> Bool { updateForState() return super.beginTracking(touch, with: event) } open override func continueTracking(_ touch: UITouch, with event: UIEvent?) -> Bool { updateForState() return super.continueTracking(touch, with: event) } open override func endTracking(_ touch: UITouch?, with event: UIEvent?) { updateForState() return super.endTracking(touch, with: event) } open override func cancelTracking(with event: UIEvent?) { updateForState() super.cancelTracking(with: event) } #elseif canImport(AppKit) open override func mouseDown(with mouseDownEvent: NSEvent) { guard let window else { return } currentState = .highlighted updateForState() handle(LottieControlEvent(mouseDownEvent.type, inside: eventIsInside(mouseDownEvent))) // AppKit mouse-tracking loop from: // https://developer.apple.com/library/archive/documentation/Cocoa/Conceptual/EventOverview/HandlingMouseEvents/HandlingMouseEvents.html#//apple_ref/doc/uid/10000060i-CH6-SW4 var keepOn = true while keepOn, let event = window.nextEvent( matching: .any, until: .distantFuture, inMode: .eventTracking, dequeue: true) { if event.type == .leftMouseUp { keepOn = false } let isInside = eventIsInside(event) handle(LottieControlEvent(event.type, inside: isInside)) let expectedState = (isInside && keepOn) ? LottieNSControlState.highlighted : .normal if currentState != expectedState { currentState = expectedState updateForState() } } } func handle(_: LottieNSControlEvent) { // To be overridden in subclasses } private func eventIsInside(_ event: NSEvent) -> Bool { let mouseLocation = convert(event.locationInWindow, from: nil) return isMousePoint(mouseLocation, in: bounds) } #endif open func animationDidSet() { } // MARK: Public /// The animation view in which the animation is rendered. public let animationView: LottieAnimationView /// The animation backing the animated control. public var animation: LottieAnimation? { didSet { animationView.animation = animation animationView.bounds = animation?.bounds ?? .zero #if canImport(UIKit) setNeedsLayout() #elseif canImport(AppKit) needsLayout = true #endif updateForState() animationDidSet() } } /// The speed of the animation playback. Defaults to 1 public var animationSpeed: CGFloat { set { animationView.animationSpeed = newValue } get { animationView.animationSpeed } } /// Sets which Animation Layer should be visible for the given state. public func setLayer(named: String, forState: LottieControlState) { stateMap[forState.rawValue] = named updateForState() } /// Sets a ValueProvider for the specified keypath public func setValueProvider(_ valueProvider: AnyValueProvider, keypath: AnimationKeypath) { animationView.setValueProvider(valueProvider, keypath: keypath) } // MARK: Internal var stateMap: [UInt: String] = [:] #if canImport(UIKit) var currentState: LottieControlState { state } #elseif canImport(AppKit) var currentState = LottieControlState.normal #endif func updateForState() { guard let animationLayer = animationView.animationLayer else { return } if let layerName = stateMap[currentState.rawValue], let stateLayer = animationLayer.layer(for: AnimationKeypath(keypath: layerName)) { for layer in animationLayer._animationLayers { layer.isHidden = true } stateLayer.isHidden = false } else { for layer in animationLayer._animationLayers { layer.isHidden = false } } } // MARK: Private private func commonInit() { #if canImport(UIKit) animationView.clipsToBounds = false clipsToBounds = true #endif animationView.translatesAutoresizingMaskIntoConstraints = false animationView.backgroundBehavior = .forceFinish addSubview(animationView) animationView.contentMode = .scaleAspectFit #if canImport(UIKit) animationView.isUserInteractionEnabled = false #endif animationView.leadingAnchor.constraint(equalTo: leadingAnchor).isActive = true animationView.trailingAnchor.constraint(equalTo: trailingAnchor).isActive = true animationView.topAnchor.constraint(equalTo: topAnchor).isActive = true animationView.bottomAnchor.constraint(equalTo: bottomAnchor).isActive = true } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/Controls/AnimatedControl.swift
Swift
unknown
6,636
// // AnimatedSwitch.swift // lottie-swift // // Created by Brandon Withrow on 2/4/19. // #if canImport(UIKit) import UIKit #elseif canImport(AppKit) import AppKit #endif // MARK: - AnimatedSwitch /// An interactive switch with an 'On' and 'Off' state. When the user taps on the /// switch the state is toggled and the appropriate animation is played. /// /// Both the 'On' and 'Off' have an animation play range associated with their state. /// /// Also available as a SwiftUI view (`LottieSwitch`). open class AnimatedSwitch: AnimatedControl { // MARK: Lifecycle public override init( animation: LottieAnimation?, configuration: LottieConfiguration = .shared) { /// Generate a haptic generator if available. #if os(iOS) hapticGenerator = HapticGenerator() #else hapticGenerator = NullHapticGenerator() #endif super.init(animation: animation, configuration: configuration) #if canImport(UIKit) isAccessibilityElement = true #elseif canImport(AppKit) setAccessibilityElement(true) #endif updateOnState(isOn: _isOn, animated: false, shouldFireHaptics: false) } public override init() { /// Generate a haptic generator if available. #if os(iOS) hapticGenerator = HapticGenerator() #else hapticGenerator = NullHapticGenerator() #endif super.init() #if canImport(UIKit) isAccessibilityElement = true #elseif canImport(AppKit) setAccessibilityElement(true) #endif updateOnState(isOn: _isOn, animated: false, shouldFireHaptics: false) } required public init?(coder aDecoder: NSCoder) { /// Generate a haptic generator if available. #if os(iOS) hapticGenerator = HapticGenerator() #else hapticGenerator = NullHapticGenerator() #endif super.init(coder: aDecoder) #if canImport(UIKit) isAccessibilityElement = true #elseif canImport(AppKit) setAccessibilityElement(true) #endif } // MARK: Open open override func animationDidSet() { updateOnState(isOn: _isOn, animated: animateUpdateWhenChangingAnimation, shouldFireHaptics: false) } #if canImport(UIKit) open override func endTracking(_ touch: UITouch?, with event: UIEvent?) { super.endTracking(touch, with: event) updateOnState(isOn: !_isOn, animated: true, shouldFireHaptics: true) sendActions(for: .valueChanged) } #elseif canImport(AppKit) open override func handle(_ event: LottieNSControlEvent) { super.handle(event) if event == .touchUpInside { updateOnState(isOn: !_isOn, animated: true, shouldFireHaptics: true) } } #endif // MARK: Public /// Defines what happens when the user taps the switch while an /// animation is still in flight public enum CancelBehavior { case reverse // default - plays the current animation in reverse case none // does not update the animation when canceled } /// The cancel behavior for the switch. See CancelBehavior for options public var cancelBehavior: CancelBehavior = .reverse /// If `false` the switch will not play the animation when changing between animations. public var animateUpdateWhenChangingAnimation = true #if canImport(UIKit) public override var accessibilityTraits: UIAccessibilityTraits { set { super.accessibilityTraits = newValue } get { super.accessibilityTraits.union(.button) } } #endif /// A closure that is called when the `isOn` state is updated public var stateUpdated: ((_ isOn: Bool) -> Void)? /// The current state of the switch. public var isOn: Bool { set { /// This is forwarded to a private variable because the animation needs to be updated without animation when set externally and with animation when set internally. guard _isOn != newValue else { return } updateOnState(isOn: newValue, animated: false, shouldFireHaptics: false) } get { _isOn } } /// Set the state of the switch and specify animation and haptics public func setIsOn(_ isOn: Bool, animated: Bool, shouldFireHaptics: Bool = true) { guard isOn != _isOn else { return } updateOnState(isOn: isOn, animated: animated, shouldFireHaptics: shouldFireHaptics) } /// Sets the play range for the given state. When the switch is toggled, the animation range is played. public func setProgressForState( fromProgress: AnimationProgressTime, toProgress: AnimationProgressTime, forOnState: Bool) { if forOnState { onStartProgress = fromProgress onEndProgress = toProgress } else { offStartProgress = fromProgress offEndProgress = toProgress } updateOnState(isOn: _isOn, animated: false, shouldFireHaptics: false) } // MARK: Internal private(set) var onStartProgress: CGFloat = 0 private(set) var onEndProgress: CGFloat = 1 private(set) var offStartProgress: CGFloat = 1 private(set) var offEndProgress: CGFloat = 0 // MARK: Animation State func updateOnState(isOn: Bool, animated: Bool, shouldFireHaptics: Bool) { _isOn = isOn var startProgress = isOn ? onStartProgress : offStartProgress var endProgress = isOn ? onEndProgress : offEndProgress let finalProgress = endProgress if cancelBehavior == .reverse { let realtimeProgress = animationView.realtimeAnimationProgress let previousStateStart = isOn ? offStartProgress : onStartProgress let previousStateEnd = isOn ? offEndProgress : onEndProgress if realtimeProgress.isInRange( min(previousStateStart, previousStateEnd), max(previousStateStart, previousStateEnd)) { /// Animation is currently in the previous time range. Reverse the previous play. startProgress = previousStateEnd endProgress = previousStateStart } } updateAccessibilityLabel() guard animated == true else { animationView.currentProgress = finalProgress return } if shouldFireHaptics { hapticGenerator.generateImpact() } animationView.play( fromProgress: startProgress, toProgress: endProgress, loopMode: LottieLoopMode.playOnce, completion: { [weak self] finished in guard let self else { return } // For the Main Thread rendering engine, we freeze the animation at the expected final progress // once the animation is complete. This isn't necessary on the Core Animation engine. if finished, !(self.animationView.animationLayer is CoreAnimationLayer) { self.animationView.currentProgress = finalProgress } }) } // MARK: Fileprivate fileprivate var hapticGenerator: ImpactGenerator fileprivate var _isOn = false { didSet { stateUpdated?(_isOn) } } // MARK: Private private func updateAccessibilityLabel() { let value = _isOn ? NSLocalizedString("On", comment: "On") : NSLocalizedString("Off", comment: "Off") #if canImport(UIKit) accessibilityValue = value #elseif canImport(AppKit) setAccessibilityValue(value) #endif } } // MARK: - ImpactGenerator protocol ImpactGenerator { func generateImpact() } #if os(iOS) class HapticGenerator: ImpactGenerator { // MARK: Internal func generateImpact() { impact.impactOccurred() } // MARK: Fileprivate fileprivate let impact = UIImpactFeedbackGenerator(style: .light) } #else // MARK: - NullHapticGenerator class NullHapticGenerator: ImpactGenerator { func generateImpact() { } } #endif
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/Controls/AnimatedSwitch.swift
Swift
unknown
7,495
// Created by Cal Stephens on 8/14/23. // Copyright © 2023 Airbnb Inc. All rights reserved. #if canImport(SwiftUI) import SwiftUI /// A wrapper which exposes Lottie's `AnimatedButton` to SwiftUI @available(iOS 13.0, tvOS 13.0, macOS 10.15, *) public struct LottieButton: UIViewConfiguringSwiftUIView { // MARK: Lifecycle public init(animation: LottieAnimation?, action: @escaping () -> Void) { self.animation = animation self.action = action } // MARK: Public public var body: some View { AnimatedButton.swiftUIView { let button = AnimatedButton(animation: animation, configuration: configuration) button.performAction = action return button } .configure { context in // We check referential equality of the animation before updating as updating the // animation has a side-effect of rebuilding the animation layer, and it would be // prohibitive to do so on every state update. if animation !== context.view.animationView.animation { context.view.animationView.animation = animation } #if os(macOS) // Disable the intrinsic content size constraint on the inner animation view, // or the Epoxy `SwiftUIMeasurementContainer` won't size this view correctly. context.view.animationView.isVerticalContentSizeConstraintActive = false context.view.animationView.isHorizontalContentSizeConstraintActive = false #endif } .configurations(configurations) } /// Returns a copy of this `LottieView` updated to have the given closure applied to its /// represented `LottieAnimationView` whenever it is updated via the `updateUIView(…)` /// or `updateNSView(…)` method. public func configure(_ configure: @escaping (AnimatedButton) -> Void) -> Self { var copy = self copy.configurations.append { context in configure(context.view) } return copy } /// Returns a copy of this view with its `LottieConfiguration` updated to the given value. public func configuration(_ configuration: LottieConfiguration) -> Self { var copy = self copy.configuration = configuration copy = copy.configure { view in if view.animationView.configuration != configuration { view.animationView.configuration = configuration } } return copy } /// Returns a copy of this view configured to animate between the /// given progress values when the given event is triggered public func animate( fromProgress: AnimationProgressTime, toProgress: AnimationProgressTime, on event: LottieControlEvent) -> Self { configure { view in // `setPlayRange` just modifies a dictionary, // so we can just call it on every state update without diffing view.setPlayRange(fromProgress: fromProgress, toProgress: toProgress, event: event) } } /// Returns a copy of this view configured to animate between the /// given markers when the given event is triggered public func animate( fromMarker: String, toMarker: String, on event: LottieControlEvent) -> Self { configure { view in // `setPlayRange` just modifies a dictionary, // so we can just call it on every state update without diffing view.setPlayRange(fromMarker: fromMarker, toMarker: toMarker, event: event) } } /// Returns a copy of this view using the given value provider for the given keypath. /// The value provider must be `Equatable` to avoid unnecessary state updates / re-renders. public func valueProvider<ValueProvider: AnyValueProvider & Equatable>( _ valueProvider: ValueProvider, for keypath: AnimationKeypath) -> Self { configure { view in if (view.animationView.valueProviders[keypath] as? ValueProvider) != valueProvider { view.animationView.setValueProvider(valueProvider, keypath: keypath) } } } // MARK: Internal var configurations = [SwiftUIView<AnimatedButton, Void>.Configuration]() // MARK: Private private let animation: LottieAnimation? private let action: () -> Void private var configuration: LottieConfiguration = .shared } #endif
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/Controls/LottieButton.swift
Swift
unknown
4,154
// Created by Cal Stephens on 8/11/23. // Copyright © 2023 Airbnb Inc. All rights reserved. #if canImport(SwiftUI) import SwiftUI /// A wrapper which exposes Lottie's `AnimatedSwitch` to SwiftUI @available(iOS 13.0, tvOS 13.0, macOS 10.15, *) public struct LottieSwitch: UIViewConfiguringSwiftUIView { // MARK: Lifecycle public init(animation: LottieAnimation?) { self.animation = animation } // MARK: Public public var body: some View { AnimatedSwitch.swiftUIView { let animatedSwitch = AnimatedSwitch(animation: animation, configuration: configuration) animatedSwitch.isOn = isOn?.wrappedValue ?? false return animatedSwitch } .configure { context in // We check referential equality of the animation before updating as updating the // animation has a side-effect of rebuilding the animation layer, and it would be // prohibitive to do so on every state update. if animation !== context.view.animationView.animation { context.view.animationView.animation = animation } #if os(macOS) // Disable the intrinsic content size constraint on the inner animation view, // or the Epoxy `SwiftUIMeasurementContainer` won't size this view correctly. context.view.animationView.isVerticalContentSizeConstraintActive = false context.view.animationView.isHorizontalContentSizeConstraintActive = false #endif if let isOn = isOn?.wrappedValue, isOn != context.view.isOn { context.view.setIsOn(isOn, animated: true) } } .configurations(configurations) } /// Returns a copy of this `LottieView` updated to have the given closure applied to its /// represented `LottieAnimationView` whenever it is updated via the `updateUIView(…)` /// or `updateNSView(…)` method. public func configure(_ configure: @escaping (AnimatedSwitch) -> Void) -> Self { var copy = self copy.configurations.append { context in configure(context.view) } return copy } /// Returns a copy of this view with its `LottieConfiguration` updated to the given value. public func configuration(_ configuration: LottieConfiguration) -> Self { var copy = self copy.configuration = configuration copy = copy.configure { view in if view.animationView.configuration != configuration { view.animationView.configuration = configuration } } return copy } /// Returns a copy of this view with the given `Binding` reflecting the `isOn` state of the switch. public func isOn(_ binding: Binding<Bool>) -> Self { var copy = self copy.isOn = binding return copy.configure { view in view.stateUpdated = { isOn in DispatchQueue.main.async { binding.wrappedValue = isOn } } } } /// Returns a copy of this view with the "on" animation configured /// to start and end at the given progress values. /// Defaults to playing the entire animation forwards (0...1). public func onAnimation( fromProgress onStartProgress: AnimationProgressTime, toProgress onEndProgress: AnimationProgressTime) -> Self { configure { view in if onStartProgress != view.onStartProgress || onEndProgress != view.onEndProgress { view.setProgressForState( fromProgress: onStartProgress, toProgress: onEndProgress, forOnState: true) } } } /// Returns a copy of this view with the "on" animation configured /// to start and end at the given progress values. /// Defaults to playing the entire animation backwards (1...0). public func offAnimation( fromProgress offStartProgress: AnimationProgressTime, toProgress offEndProgress: AnimationProgressTime) -> Self { configure { view in if offStartProgress != view.offStartProgress || offEndProgress != view.offEndProgress { view.setProgressForState( fromProgress: offStartProgress, toProgress: offEndProgress, forOnState: false) } } } /// Returns a copy of this view using the given value provider for the given keypath. /// The value provider must be `Equatable` to avoid unnecessary state updates / re-renders. public func valueProvider<ValueProvider: AnyValueProvider & Equatable>( _ valueProvider: ValueProvider, for keypath: AnimationKeypath) -> Self { configure { view in if (view.animationView.valueProviders[keypath] as? ValueProvider) != valueProvider { view.animationView.setValueProvider(valueProvider, keypath: keypath) } } } // MARK: Internal var configurations = [SwiftUIView<AnimatedSwitch, Void>.Configuration]() // MARK: Private private let animation: LottieAnimation? private var configuration: LottieConfiguration = .shared private var isOn: Binding<Bool>? } #endif
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/Controls/LottieSwitch.swift
Swift
unknown
4,868
// Created by Cal Stephens on 8/11/23. // Copyright © 2023 Airbnb Inc. All rights reserved. #if canImport(UIKit) import UIKit /// The control base type for this platform. /// - `UIControl` on iOS / tvOS and `NSControl` on macOS. public typealias LottieControlType = UIControl /// The `State` type of `LottieControlType` /// - `UIControl.State` on iOS / tvOS and `NSControl.StateValue` on macOS. public typealias LottieControlState = UIControl.State /// The event type handled by the `LottieControlType` component for this platform. /// - `UIControl.Event` on iOS / tvOS and `LottieNSControlEvent` on macOS. public typealias LottieControlEvent = UIControl.Event extension LottieControlEvent { var id: AnyHashable { rawValue } } #else import AppKit /// The control base type for this platform. /// - `UIControl` on iOS / tvOS and `NSControl` on macOS. public typealias LottieControlType = NSControl /// The `State` type of `LottieControlType` /// - `UIControl.State` on iOS / tvOS and `NSControl.StateValue` on macOS. public typealias LottieControlState = LottieNSControlState /// AppKit equivalent of `UIControl.State` for `AnimatedControl` public enum LottieNSControlState: UInt, RawRepresentable { /// The normal, or default, state of a control where the control is enabled but neither selected nor highlighted. case normal /// The highlighted state of a control. case highlighted } /// The event type handled by the `LottieControlType` component for this platform. /// - `UIControl.Event` on iOS / tvOS and `LottieNSControlEvent` on macOS. public typealias LottieControlEvent = LottieNSControlEvent public struct LottieNSControlEvent: Equatable { // MARK: Lifecycle public init(_ event: NSEvent.EventType, inside: Bool) { self.event = event self.inside = inside } // MARK: Public /// macOS equivalent to `UIControl.Event.touchDown` public static let touchDown = LottieNSControlEvent(.leftMouseDown, inside: true) /// macOS equivalent to `UIControl.Event.touchUpInside` public static let touchUpInside = LottieNSControlEvent(.leftMouseUp, inside: true) /// macOS equivalent to `UIControl.Event.touchUpInside` public static let touchUpOutside = LottieNSControlEvent(.leftMouseUp, inside: false) /// The underlying `NSEvent.EventType` of this event, which is roughly equivalent to `UIControl.Event` public var event: NSEvent.EventType /// Whether or not the mouse must be inside the control. public var inside: Bool // MARK: Internal var id: AnyHashable { [AnyHashable(event.rawValue), AnyHashable(inside)] } } #endif
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/Controls/LottieViewType.swift
Swift
unknown
2,606
// // LRUDotLottieCache.swift // Lottie // // Created by Evandro Hoffmann on 20/10/22. // import Foundation // MARK: - DotLottieCache /// A DotLottie Cache that will store lottie files up to `cacheSize`. /// /// Once `cacheSize` is reached, the least recently used lottie will be ejected. /// The default size of the cache is 100. public class DotLottieCache: DotLottieCacheProvider { // MARK: Lifecycle public init() { cache.countLimit = Self.defaultCacheCountLimit } // MARK: Public /// The global shared Cache. public static let sharedCache = DotLottieCache() /// The size of the cache. public var cacheSize = defaultCacheCountLimit { didSet { cache.countLimit = cacheSize } } /// Clears the Cache. public func clearCache() { cache.removeAllValues() } public func file(forKey key: String) -> DotLottieFile? { cache.value(forKey: key) } public func setFile(_ lottie: DotLottieFile, forKey key: String) { cache.setValue(lottie, forKey: key) } // MARK: Private private static let defaultCacheCountLimit = 100 /// The underlying storage of this cache. /// - We use the `LRUCache` library instead of `NSCache`, because `NSCache` /// clears all cached values when the app is backgrounded instead of /// only when the app receives a memory warning notification. private var cache = LRUCache<String, DotLottieFile>() } // MARK: Sendable // DotLottieCacheProvider has a Sendable requirement, but we can't // redesign DotLottieCache to be properly Sendable without making breaking changes. // swiftlint:disable:next no_unchecked_sendable extension DotLottieCache: @unchecked Sendable { }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/DotLottie/Cache/DotLottieCache.swift
Swift
unknown
1,684
// // DotLottieCacheProvider.swift // Lottie // // Created by Evandro Hoffmann on 20/10/22. // /// `DotLottieCacheProvider` is a protocol that describes a DotLottie Cache. /// DotLottie Cache is used when loading `DotLottie` models. Using a DotLottie Cache /// can increase performance when loading an animation multiple times. /// /// Lottie comes with a prebuilt LRU DotLottie Cache. public protocol DotLottieCacheProvider: Sendable { func file(forKey: String) -> DotLottieFile? func setFile(_ lottie: DotLottieFile, forKey: String) func clearCache() }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/DotLottie/Cache/DotLottieCacheProvider.swift
Swift
unknown
569
// // DotLottieConfiguration.swift // Lottie // // Created by Evandro Hoffmann on 19/10/22. // // MARK: - DotLottieConfiguration /// The `DotLottieConfiguration` model holds the presets extracted from DotLottieAnimation /// - The presets are used as input to setup `LottieAnimationView` before playing the animation. public struct DotLottieConfiguration { // MARK: Public /// id of the animation public var id: String /// Loop behavior of animation public var loopMode: LottieLoopMode /// Playback speed of animation public var speed: Double /// Animation Image Provider public var imageProvider: AnimationImageProvider? { dotLottieImageProvider } // MARK: Internal /// The underlying `DotLottieImageProvider` used by this dotLottie animation var dotLottieImageProvider: DotLottieImageProvider? } // MARK: - DotLottieConfigurationComponents /// Components of the `DotLottieConfiguration` to apply to the `LottieAnimationView`. /// - When using `LottieView`, if the component is selected to be applied it will /// override any value provided via other `LottieView` APIs. public struct DotLottieConfigurationComponents: OptionSet { // MARK: Lifecycle public init(rawValue: Int) { self.rawValue = rawValue } // MARK: Public /// `DotLottieConfiguration.imageProvider` will be applied to the `LottieAnimationView` /// - When using `LottieView`, the image provider from the dotLottie animation will override /// the image provider applied manually using `LottieView.imageProvider(...)`. public static let imageProvider = DotLottieConfigurationComponents(rawValue: 1 << 0) /// `DotLottieConfigurationMode.loopMode` will be applied to the `LottieAnimationView`. /// - When using `LottieView`, the loop mode from the dotLottie animation will override /// the loopMode applied by any playback method. public static let loopMode = DotLottieConfigurationComponents(rawValue: 1 << 1) /// `DotLottieConfigurationMode.speed` will be applied to the `LottieAnimationView`. /// - When using `LottieView`, the speed from the dotLottie animation will override /// the speed applied manually using `LottieView.animationSpeed(...)`. public static let animationSpeed = DotLottieConfigurationComponents(rawValue: 1 << 2) public static let all: DotLottieConfigurationComponents = [.imageProvider, .loopMode, .animationSpeed] public static let none: DotLottieConfigurationComponents = [] public let rawValue: Int }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/DotLottie/DotLottieConfiguration.swift
Swift
unknown
2,499
// // DotLottie.swift // Lottie // // Created by Evandro Harrison Hoffmann on 27/06/2020. // import Foundation // MARK: - DotLottieFile /// Detailed .lottie file structure public final class DotLottieFile { // MARK: Lifecycle /// Loads `DotLottie` from `Data` object containing a compressed animation. /// /// - Parameters: /// - data: Data of .lottie file /// - filename: Name of .lottie file /// - Returns: Deserialized `DotLottie`. Optional. init(data: Data, filename: String) throws { fileUrl = DotLottieUtils.tempDirectoryURL.appendingPathComponent(filename.asFilename()) try decompress(data: data, to: fileUrl) } // MARK: Public /// Definition for a single animation within a `DotLottieFile` public struct Animation { public let animation: LottieAnimation public let configuration: DotLottieConfiguration } /// List of `LottieAnimation` in the file public private(set) var animations: [Animation] = [] // MARK: Internal /// Image provider for animations private(set) var imageProvider: DotLottieImageProvider? /// Animations folder url lazy var animationsUrl: URL = fileUrl.appendingPathComponent("\(DotLottieFile.animationsFolderName)") /// All files in animations folder lazy var animationUrls: [URL] = FileManager.default.urls(for: animationsUrl) ?? [] /// Images folder url lazy var imagesUrl: URL = fileUrl.appendingPathComponent("\(DotLottieFile.imagesFolderName)") /// All images in images folder lazy var imageUrls: [URL] = FileManager.default.urls(for: imagesUrl) ?? [] /// The `LottieAnimation` and `DotLottieConfiguration` for the given animation ID in this file func animation(for id: String? = nil) -> DotLottieFile.Animation? { if let id { return animations.first(where: { $0.configuration.id == id }) } else { return animations.first } } /// The `LottieAnimation` and `DotLottieConfiguration` for the given animation index in this file func animation(at index: Int) -> DotLottieFile.Animation? { guard index < animations.count else { return nil } return animations[index] } // MARK: Private private static let manifestFileName = "manifest.json" private static let animationsFolderName = "animations" private static let imagesFolderName = "images" private let fileUrl: URL /// Decompresses .lottie file from `URL` and saves to local temp folder /// /// - Parameters: /// - url: url to .lottie file /// - destinationURL: url to destination of decompression contents private func decompress(from url: URL, to destinationURL: URL) throws { try? FileManager.default.removeItem(at: destinationURL) try FileManager.default.createDirectory(at: destinationURL, withIntermediateDirectories: true, attributes: nil) try FileManager.default.unzipItem(at: url, to: destinationURL) try loadContent() try? FileManager.default.removeItem(at: destinationURL) try? FileManager.default.removeItem(at: url) } /// Decompresses .lottie file from `Data` and saves to local temp folder /// /// - Parameters: /// - url: url to .lottie file /// - destinationURL: url to destination of decompression contents private func decompress(data: Data, to destinationURL: URL) throws { let url = destinationURL.appendingPathExtension("lottie") try FileManager.default.createDirectory(at: destinationURL, withIntermediateDirectories: true, attributes: nil) try data.write(to: url) try decompress(from: url, to: destinationURL) } /// Loads file content to memory private func loadContent() throws { imageProvider = DotLottieImageProvider(filepath: imagesUrl) animations = try loadManifest().animations.map { dotLottieAnimation in let animation = try dotLottieAnimation.animation(url: animationsUrl) let configuration = DotLottieConfiguration( id: dotLottieAnimation.id, loopMode: dotLottieAnimation.loopMode, speed: dotLottieAnimation.animationSpeed, dotLottieImageProvider: imageProvider) return DotLottieFile.Animation( animation: animation, configuration: configuration) } } private func loadManifest() throws -> DotLottieManifest { let path = fileUrl.appendingPathComponent(DotLottieFile.manifestFileName) return try DotLottieManifest.load(from: path) } } extension String { // MARK: Fileprivate fileprivate func asFilename() -> String { lastPathComponent().removingPathExtension() } // MARK: Private private func lastPathComponent() -> String { (self as NSString).lastPathComponent } private func removingPathExtension() -> String { (self as NSString).deletingPathExtension } } // MARK: - DotLottieFile + Sendable // Mark `DotLottieFile` as `@unchecked Sendable` to allow it to be used when strict concurrency is enabled. // In the future, it may be necessary to make changes to the internal implementation of `DotLottieFile` // to make it truly thread-safe. // swiftlint:disable:next no_unchecked_sendable extension DotLottieFile: @unchecked Sendable { }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/DotLottie/DotLottieFile.swift
Swift
unknown
5,098
// // DotLottieFileHelpers.swift // Lottie // // Created by Evandro Hoffmann on 20/10/22. // import Foundation extension DotLottieFile { public enum SynchronouslyBlockingCurrentThread { /// Loads an DotLottie from a specific filepath synchronously. Returns a `Result<DotLottieFile, Error>` /// Please use the asynchronous methods whenever possible. This operation will block the Thread it is running in. /// /// - Parameter filepath: The absolute filepath of the lottie to load. EG "/User/Me/starAnimation.lottie" /// - Parameter dotLottieCache: A cache for holding loaded lotties. Defaults to `LRUDotLottieCache.sharedCache`. Optional. public static func loadedFrom( filepath: String, dotLottieCache: DotLottieCacheProvider? = DotLottieCache.sharedCache) -> Result<DotLottieFile, Error> { LottieLogger.shared.assert( !Thread.isMainThread, "`DotLottieFile.SynchronouslyBlockingCurrentThread` methods shouldn't be called on the main thread.") /// Check cache for lottie if let dotLottieCache, let lottie = dotLottieCache.file(forKey: filepath) { return .success(lottie) } do { /// Decode the lottie. let url = URL(fileURLWithPath: filepath) let data = try Data(contentsOf: url) let lottie = try DotLottieFile(data: data, filename: url.deletingPathExtension().lastPathComponent) dotLottieCache?.setFile(lottie, forKey: filepath) return .success(lottie) } catch { /// Decoding Error. return .failure(error) } } /// Loads a DotLottie model from a bundle by its name synchronously. Returns a `Result<DotLottieFile, Error>` /// Please use the asynchronous methods whenever possible. This operation will block the Thread it is running in. /// /// - Parameter name: The name of the lottie file without the lottie extension. EG "StarAnimation" /// - Parameter bundle: The bundle in which the lottie is located. Defaults to `Bundle.main` /// - Parameter subdirectory: A subdirectory in the bundle in which the lottie is located. Optional. /// - Parameter dotLottieCache: A cache for holding loaded lotties. Defaults to `LRUDotLottieCache.sharedCache`. Optional. public static func named( _ name: String, bundle: Bundle = Bundle.main, subdirectory: String? = nil, dotLottieCache: DotLottieCacheProvider? = DotLottieCache.sharedCache) -> Result<DotLottieFile, Error> { LottieLogger.shared.assert( !Thread.isMainThread, "`DotLottieFile.SynchronouslyBlockingCurrentThread` methods shouldn't be called on the main thread.") /// Create a cache key for the lottie. let cacheKey = bundle.bundlePath + (subdirectory ?? "") + "/" + name /// Check cache for lottie if let dotLottieCache, let lottie = dotLottieCache.file(forKey: cacheKey) { return .success(lottie) } do { /// Decode animation. let data = try bundle.dotLottieData(name, subdirectory: subdirectory) let lottie = try DotLottieFile(data: data, filename: name) dotLottieCache?.setFile(lottie, forKey: cacheKey) return .success(lottie) } catch { /// Decoding error. LottieLogger.shared.warn("Error when decoding lottie \"\(name)\": \(error)") return .failure(error) } } /// Loads an DotLottie from a data synchronously. Returns a `Result<DotLottieFile, Error>` /// /// Please use the asynchronous methods whenever possible. This operation will block the Thread it is running in. /// /// - Parameters: /// - data: The data(`Foundation.Data`) object to load DotLottie from /// - filename: The name of the lottie file without the lottie extension. eg. "StarAnimation" public static func loadedFrom( data: Data, filename: String) -> Result<DotLottieFile, Error> { LottieLogger.shared.assert( !Thread.isMainThread, "`DotLottieFile.SynchronouslyBlockingCurrentThread` methods shouldn't be called on the main thread.") do { let dotLottieFile = try DotLottieFile(data: data, filename: filename) return .success(dotLottieFile) } catch { return .failure(error) } } } /// Loads a DotLottie model from a bundle by its name. Returns `nil` if a file is not found. /// /// - Parameter name: The name of the lottie file without the lottie extension. EG "StarAnimation" /// - Parameter bundle: The bundle in which the lottie is located. Defaults to `Bundle.main` /// - Parameter subdirectory: A subdirectory in the bundle in which the lottie is located. Optional. /// - Parameter dotLottieCache: A cache for holding loaded lotties. Defaults to `LRUDotLottieCache.sharedCache`. Optional. @available(iOS 13.0, macOS 10.15, tvOS 13.0, *) public static func named( _ name: String, bundle: Bundle = Bundle.main, subdirectory: String? = nil, dotLottieCache: DotLottieCacheProvider? = DotLottieCache.sharedCache) async throws -> DotLottieFile { try await withCheckedThrowingContinuation { continuation in DotLottieFile.named(name, bundle: bundle, subdirectory: subdirectory, dotLottieCache: dotLottieCache) { result in continuation.resume(with: result) } } } /// Loads a DotLottie model from a bundle by its name. Returns `nil` if a file is not found. /// /// - Parameter name: The name of the lottie file without the lottie extension. EG "StarAnimation" /// - Parameter bundle: The bundle in which the lottie is located. Defaults to `Bundle.main` /// - Parameter subdirectory: A subdirectory in the bundle in which the lottie is located. Optional. /// - Parameter dotLottieCache: A cache for holding loaded lotties. Defaults to `LRUDotLottieCache.sharedCache`. Optional. /// - Parameter dispatchQueue: A dispatch queue used to load animations. Defaults to `DispatchQueue.global()`. Optional. /// - Parameter handleResult: A closure to be called when the file has loaded. public static func named( _ name: String, bundle: Bundle = Bundle.main, subdirectory: String? = nil, dotLottieCache: DotLottieCacheProvider? = DotLottieCache.sharedCache, dispatchQueue: DispatchQueue = .dotLottie, handleResult: @escaping (Result<DotLottieFile, Error>) -> Void) { dispatchQueue.async { let result = SynchronouslyBlockingCurrentThread.named( name, bundle: bundle, subdirectory: subdirectory, dotLottieCache: dotLottieCache) DispatchQueue.main.async { handleResult(result) } } } /// Loads an DotLottie from a specific filepath. /// - Parameter filepath: The absolute filepath of the lottie to load. EG "/User/Me/starAnimation.lottie" /// - Parameter dotLottieCache: A cache for holding loaded lotties. Defaults to `LRUDotLottieCache.sharedCache`. Optional. @available(iOS 13.0, macOS 10.15, tvOS 13.0, *) public static func loadedFrom( filepath: String, dotLottieCache: DotLottieCacheProvider? = DotLottieCache.sharedCache) async throws -> DotLottieFile { try await withCheckedThrowingContinuation { continuation in DotLottieFile.loadedFrom(filepath: filepath, dotLottieCache: dotLottieCache) { result in continuation.resume(with: result) } } } /// Loads an DotLottie from a specific filepath. /// - Parameter filepath: The absolute filepath of the lottie to load. EG "/User/Me/starAnimation.lottie" /// - Parameter dotLottieCache: A cache for holding loaded lotties. Defaults to `LRUDotLottieCache.sharedCache`. Optional. /// - Parameter dispatchQueue: A dispatch queue used to load animations. Defaults to `DispatchQueue.global()`. Optional. /// - Parameter handleResult: A closure to be called when the file has loaded. public static func loadedFrom( filepath: String, dotLottieCache: DotLottieCacheProvider? = DotLottieCache.sharedCache, dispatchQueue: DispatchQueue = .dotLottie, handleResult: @escaping (Result<DotLottieFile, Error>) -> Void) { dispatchQueue.async { let result = SynchronouslyBlockingCurrentThread.loadedFrom( filepath: filepath, dotLottieCache: dotLottieCache) DispatchQueue.main.async { handleResult(result) } } } /// Loads a DotLottie model from the asset catalog by its name. Returns `nil` if a lottie is not found. /// - Parameter name: The name of the lottie file in the asset catalog. EG "StarAnimation" /// - Parameter bundle: The bundle in which the lottie is located. Defaults to `Bundle.main` /// - Parameter dotLottieCache: A cache for holding loaded lottie files. Defaults to `LRUDotLottieCache.sharedCache` Optional. @available(iOS 13.0, macOS 10.15, tvOS 13.0, *) public static func asset( named name: String, bundle: Bundle = Bundle.main, dotLottieCache: DotLottieCacheProvider? = DotLottieCache.sharedCache) async throws -> DotLottieFile { try await withCheckedThrowingContinuation { continuation in DotLottieFile.asset(named: name, bundle: bundle, dotLottieCache: dotLottieCache) { result in continuation.resume(with: result) } } } /// Loads a DotLottie model from the asset catalog by its name. Returns `nil` if a lottie is not found. /// - Parameter name: The name of the lottie file in the asset catalog. EG "StarAnimation" /// - Parameter bundle: The bundle in which the lottie is located. Defaults to `Bundle.main` /// - Parameter dotLottieCache: A cache for holding loaded lottie files. Defaults to `LRUDotLottieCache.sharedCache` Optional. /// - Parameter dispatchQueue: A dispatch queue used to load animations. Defaults to `DispatchQueue.global()`. Optional. /// - Parameter handleResult: A closure to be called when the file has loaded. public static func asset( named name: String, bundle: Bundle = Bundle.main, dotLottieCache: DotLottieCacheProvider? = DotLottieCache.sharedCache, dispatchQueue: DispatchQueue = .dotLottie, handleResult: @escaping (Result<DotLottieFile, Error>) -> Void) { dispatchQueue.async { /// Create a cache key for the lottie. let cacheKey = bundle.bundlePath + "/" + name /// Check cache for lottie if let dotLottieCache, let lottie = dotLottieCache.file(forKey: cacheKey) { /// If found, return the lottie. DispatchQueue.main.async { handleResult(.success(lottie)) } return } do { /// Load data from Asset let data = try Data(assetName: name, in: bundle) /// Decode lottie. let lottie = try DotLottieFile(data: data, filename: name) dotLottieCache?.setFile(lottie, forKey: cacheKey) DispatchQueue.main.async { handleResult(.success(lottie)) } } catch { /// Decoding error. DispatchQueue.main.async { handleResult(.failure(error)) } } } } /// Loads a DotLottie animation asynchronously from the URL. /// /// - Parameter url: The url to load the animation from. /// - Parameter animationCache: A cache for holding loaded animations. Defaults to `LRUAnimationCache.sharedCache`. Optional. @available(iOS 13.0, macOS 10.15, tvOS 13.0, *) public static func loadedFrom( url: URL, session: URLSession = .shared, dotLottieCache: DotLottieCacheProvider? = DotLottieCache.sharedCache) async throws -> DotLottieFile { try await withCheckedThrowingContinuation { continuation in DotLottieFile.loadedFrom(url: url, session: session, dotLottieCache: dotLottieCache) { result in continuation.resume(with: result) } } } /// Loads a DotLottie animation asynchronously from the URL. /// /// - Parameter url: The url to load the animation from. /// - Parameter animationCache: A cache for holding loaded animations. Defaults to `LRUAnimationCache.sharedCache`. Optional. /// - Parameter handleResult: A closure to be called when the animation has loaded. public static func loadedFrom( url: URL, session: URLSession = .shared, dotLottieCache: DotLottieCacheProvider? = DotLottieCache.sharedCache, handleResult: @escaping (Result<DotLottieFile, Error>) -> Void) { if let dotLottieCache, let lottie = dotLottieCache.file(forKey: url.absoluteString) { handleResult(.success(lottie)) } else { let task = session.dataTask(with: url) { data, _, error in do { if let error { throw error } guard let data else { throw DotLottieError.noDataLoaded } let lottie = try DotLottieFile(data: data, filename: url.deletingPathExtension().lastPathComponent) DispatchQueue.main.async { dotLottieCache?.setFile(lottie, forKey: url.absoluteString) handleResult(.success(lottie)) } } catch { DispatchQueue.main.async { handleResult(.failure(error)) } } } task.resume() } } /// Loads an DotLottie from a data asynchronously. /// /// - Parameters: /// - data: The data(`Foundation.Data`) object to load DotLottie from /// - filename: The name of the lottie file without the lottie extension. eg. "StarAnimation" /// - dispatchQueue: A dispatch queue used to load animations. Defaults to `DispatchQueue.global()`. Optional. /// - handleResult: A closure to be called when the file has loaded. public static func loadedFrom( data: Data, filename: String, dispatchQueue: DispatchQueue = .dotLottie, handleResult: @escaping (Result<DotLottieFile, Error>) -> Void) { dispatchQueue.async { do { let dotLottie = try DotLottieFile(data: data, filename: filename) DispatchQueue.main.async { handleResult(.success(dotLottie)) } } catch { DispatchQueue.main.async { handleResult(.failure(error)) } } } } /// Loads an DotLottie from a data asynchronously. /// /// - Parameters: /// - data: The data(`Foundation.Data`) object to load DotLottie from /// - filename: The name of the lottie file without the lottie extension. eg. "StarAnimation" /// - dispatchQueue: A dispatch queue used to load animations. Defaults to `DispatchQueue.global()`. Optional. @available(iOS 13.0, macOS 10.15, tvOS 13.0, *) public static func loadedFrom( data: Data, filename: String, dispatchQueue: DispatchQueue = .dotLottie) async throws -> DotLottieFile { try await withCheckedThrowingContinuation { continuation in loadedFrom(data: data, filename: filename, dispatchQueue: dispatchQueue) { result in continuation.resume(with: result) } } } } extension DispatchQueue { /// A serial dispatch queue ensures that IO related to loading dot Lottie files don't overlap, /// which can trigger file loading errors due to concurrent unzipping on a single archive. public static let dotLottie = DispatchQueue( label: "com.airbnb.lottie.dot-lottie", qos: .userInitiated) }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/DotLottie/DotLottieFileHelpers.swift
Swift
unknown
15,334
// // AnimationKeypath.swift // lottie-swift // // Created by Brandon Withrow on 2/4/19. // /// `AnimationKeypath` is an object that describes a keypath search for nodes in the /// animation JSON. `AnimationKeypath` matches views and properties inside of `LottieAnimationView` /// to their backing `LottieAnimation` model by name. /// /// A keypath can be used to set properties on an existing animation, or can be validated /// with an existing `LottieAnimation`. /// /// `AnimationKeypath` can describe a specific object, or can use wildcards for fuzzy matching /// of objects. Acceptable wildcards are either "*" (star) or "**" (double star). /// Single star will search a single depth for the next object. /// Double star will search any depth. /// /// Read More at https://airbnb.io/lottie/#/ios?id=dynamic-animation-properties /// /// EG: /// @"Layer.Shape Group.Stroke 1.Color" /// Represents a specific color node on a specific stroke. /// /// @"**.Stroke 1.Color" /// Represents the color node for every Stroke named "Stroke 1" in the animation. public struct AnimationKeypath: Hashable, ExpressibleByStringLiteral { // MARK: Lifecycle /// Creates a keypath from a dot-separated string. The string is separated by "." public init(keypath: String) { keys = keypath.components(separatedBy: ".") } /// Creates a keypath from a dot-separated string public init(stringLiteral: String) { self.init(keypath: stringLiteral) } /// Creates a keypath from a list of strings. public init(keys: [String]) { self.keys = keys } // MARK: Public /// The dot-separated key values that represent this keypath. public internal(set) var keys: [String] /// The `String` representation of this keypath public var string: String { keys.joined(separator: ".") } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/DynamicProperties/AnimationKeypath.swift
Swift
unknown
1,808
// // AnyValueProvider.swift // lottie-swift // // Created by Brandon Withrow on 1/30/19. // import Foundation // MARK: - AnyValueProvider /// `AnyValueProvider` is a protocol that return animation data for a property at a /// given time. Every frame a `LottieAnimationView` queries all of its properties and asks /// if their ValueProvider has an update. If it does the LottieAnimationView will read the /// property and update that portion of the animation. /// /// Value Providers can be used to dynamically set animation properties at run time. public protocol AnyValueProvider { /// The Type of the value provider var valueType: Any.Type { get } /// The type-erased storage for this Value Provider var typeErasedStorage: AnyValueProviderStorage { get } /// Asks the provider if it has an update for the given frame. func hasUpdate(frame: AnimationFrameTime) -> Bool } extension AnyValueProvider { /// Asks the provider to update the container with its value for the frame. public func value(frame: AnimationFrameTime) -> Any { typeErasedStorage.value(frame: frame) } } // MARK: - ValueProvider /// A base protocol for strongly-typed Value Providers protocol ValueProvider: AnyValueProvider { associatedtype Value: AnyInterpolatable /// The strongly-typed storage for this Value Provider var storage: ValueProviderStorage<Value> { get } } extension ValueProvider { public var typeErasedStorage: AnyValueProviderStorage { switch storage { case .closure(let typedClosure): return .closure(typedClosure) case .singleValue(let typedValue): return .singleValue(typedValue) case .keyframes(let keyframes): return .keyframes( keyframes.map { keyframe in keyframe.withValue(keyframe.value as Any) }, interpolate: storage.value(frame:)) } } } // MARK: - ValueProviderStorage /// The underlying storage of a `ValueProvider` public enum ValueProviderStorage<T: AnyInterpolatable> { /// The value provider stores a single value that is used on all frames case singleValue(T) /// The value provider stores a group of keyframes /// - The main-thread rendering engine interpolates values in these keyframes /// using `T`'s `Interpolatable` implementation. /// - The Core Animation rendering engine constructs a `CAKeyframeAnimation` /// using these keyframes. The Core Animation render server performs /// the interpolation, without calling `T`'s `Interpolatable` implementation. case keyframes([Keyframe<T>]) /// The value provider stores a closure that is invoked on every frame /// - This is only supported by the main-thread rendering engine case closure((AnimationFrameTime) -> T) // MARK: Internal func value(frame: AnimationFrameTime) -> T { switch self { case .singleValue(let value): return value case .closure(let closure): return closure(frame) case .keyframes(let keyframes): return KeyframeInterpolator(keyframes: ContiguousArray(keyframes)).storage.value(frame: frame) } } } // MARK: - AnyValueProviderStorage /// A type-erased representation of `ValueProviderStorage` public enum AnyValueProviderStorage { /// The value provider stores a single value that is used on all frames case singleValue(Any) /// The value provider stores a group of keyframes /// - Since we can't interpolate a type-erased `KeyframeGroup`, /// the interpolation has to be performed in the `interpolate` closure. case keyframes([Keyframe<Any>], interpolate: (AnimationFrameTime) -> Any) /// The value provider stores a closure that is invoked on every frame case closure((AnimationFrameTime) -> Any) // MARK: Internal func value(frame: AnimationFrameTime) -> Any { switch self { case .singleValue(let value): return value case .closure(let closure): return closure(frame) case .keyframes(_, let valueForFrame): return valueForFrame(frame) } } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/DynamicProperties/AnyValueProvider.swift
Swift
unknown
4,004
// // ColorValueProvider.swift // lottie-swift // // Created by Brandon Withrow on 2/4/19. // import CoreGraphics import Foundation // MARK: - ColorValueProvider /// A `ValueProvider` that returns a CGColor Value public final class ColorValueProvider: ValueProvider { // MARK: Lifecycle /// Initializes with a block provider public init(block: @escaping ColorValueBlock) { self.block = block color = LottieColor(r: 0, g: 0, b: 0, a: 1) keyframes = nil identity = UUID() } /// Initializes with a single color. public init(_ color: LottieColor) { self.color = color block = nil keyframes = nil hasUpdate = true identity = color } /// Initializes with multiple colors, with timing information public init(_ keyframes: [Keyframe<LottieColor>]) { self.keyframes = keyframes color = LottieColor(r: 0, g: 0, b: 0, a: 1) block = nil hasUpdate = true identity = keyframes } // MARK: Public /// Returns a LottieColor for a CGColor(Frame Time) public typealias ColorValueBlock = (CGFloat) -> LottieColor /// The color value of the provider. public var color: LottieColor { didSet { hasUpdate = true } } // MARK: ValueProvider Protocol public var valueType: Any.Type { LottieColor.self } public var storage: ValueProviderStorage<LottieColor> { if let block { return .closure { frame in self.hasUpdate = false return block(frame) } } else if let keyframes { return .keyframes(keyframes) } else { hasUpdate = false return .singleValue(color) } } public func hasUpdate(frame _: CGFloat) -> Bool { if block != nil { return true } return hasUpdate } // MARK: Private private var hasUpdate = true private var block: ColorValueBlock? private var keyframes: [Keyframe<LottieColor>]? private var identity: AnyHashable } // MARK: Equatable extension ColorValueProvider: Equatable { public static func ==(_ lhs: ColorValueProvider, _ rhs: ColorValueProvider) -> Bool { lhs.identity == rhs.identity } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/DynamicProperties/ValueProviders/ColorValueProvider.swift
Swift
unknown
2,119
// // DoubleValueProvider.swift // lottie-swift // // Created by Brandon Withrow on 2/4/19. // import CoreGraphics import Foundation // MARK: - FloatValueProvider /// A `ValueProvider` that returns a CGFloat Value public final class FloatValueProvider: ValueProvider { // MARK: Lifecycle /// Initializes with a block provider public init(block: @escaping CGFloatValueBlock) { self.block = block float = 0 identity = UUID() } /// Initializes with a single float. public init(_ float: CGFloat) { self.float = float block = nil hasUpdate = true identity = float } // MARK: Public /// Returns a CGFloat for a CGFloat(Frame Time) public typealias CGFloatValueBlock = (CGFloat) -> CGFloat public var float: CGFloat { didSet { hasUpdate = true } } // MARK: ValueProvider Protocol public var valueType: Any.Type { LottieVector1D.self } public var storage: ValueProviderStorage<LottieVector1D> { if let block { return .closure { frame in self.hasUpdate = false return LottieVector1D(Double(block(frame))) } } else { hasUpdate = false return .singleValue(LottieVector1D(Double(float))) } } public func hasUpdate(frame _: CGFloat) -> Bool { if block != nil { return true } return hasUpdate } // MARK: Private private var hasUpdate = true private var block: CGFloatValueBlock? private var identity: AnyHashable } // MARK: Equatable extension FloatValueProvider: Equatable { public static func ==(_ lhs: FloatValueProvider, _ rhs: FloatValueProvider) -> Bool { lhs.identity == rhs.identity } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/DynamicProperties/ValueProviders/FloatValueProvider.swift
Swift
unknown
1,672
// // GradientValueProvider.swift // lottie-swift // // Created by Enrique Bermúdez on 10/27/19. // import CoreGraphics import Foundation // MARK: - GradientValueProvider /// A `ValueProvider` that returns a Gradient Color Value. public final class GradientValueProvider: ValueProvider { // MARK: Lifecycle /// Initializes with a block provider. public init( block: @escaping ColorsValueBlock, locations: ColorLocationsBlock? = nil) { self.block = block locationsBlock = locations colors = [] self.locations = [] identity = UUID() } /// Initializes with an array of colors. public init( _ colors: [LottieColor], locations: [Double] = []) { self.colors = colors self.locations = locations identity = [AnyHashable(colors), AnyHashable(locations)] updateValueArray() hasUpdate = true } // MARK: Public /// Returns a [LottieColor] for a CGFloat(Frame Time). public typealias ColorsValueBlock = (CGFloat) -> [LottieColor] /// Returns a [Double](Color locations) for a CGFloat(Frame Time). public typealias ColorLocationsBlock = (CGFloat) -> [Double] /// The colors values of the provider. public var colors: [LottieColor] { didSet { updateValueArray() hasUpdate = true } } /// The color location values of the provider. public var locations: [Double] { didSet { updateValueArray() hasUpdate = true } } // MARK: ValueProvider Protocol public var valueType: Any.Type { [Double].self } public var storage: ValueProviderStorage<[Double]> { if let block { return .closure { [self] frame in hasUpdate = false let newColors = block(frame) let newLocations = locationsBlock?(frame) ?? [] value = value(from: newColors, locations: newLocations) return value } } else { return .singleValue(value) } } public func hasUpdate(frame _: CGFloat) -> Bool { if block != nil || locationsBlock != nil { return true } return hasUpdate } // MARK: Private private var hasUpdate = true private var block: ColorsValueBlock? private var locationsBlock: ColorLocationsBlock? private var value: [Double] = [] private let identity: AnyHashable private func value(from colors: [LottieColor], locations: [Double]) -> [Double] { var colorValues = [Double]() var alphaValues = [Double]() var shouldAddAlphaValues = false for i in 0..<colors.count { if colors[i].a < 1 { shouldAddAlphaValues = true } let location = locations.count > i ? locations[i] : (Double(i) / Double(colors.count - 1)) colorValues.append(location) colorValues.append(colors[i].r) colorValues.append(colors[i].g) colorValues.append(colors[i].b) alphaValues.append(location) alphaValues.append(colors[i].a) } return colorValues + (shouldAddAlphaValues ? alphaValues : []) } private func updateValueArray() { value = value(from: colors, locations: locations) } } // MARK: Equatable extension GradientValueProvider: Equatable { public static func ==(_ lhs: GradientValueProvider, _ rhs: GradientValueProvider) -> Bool { lhs.identity == rhs.identity } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/DynamicProperties/ValueProviders/GradientValueProvider.swift
Swift
unknown
3,280
// // PointValueProvider.swift // lottie-swift // // Created by Brandon Withrow on 2/4/19. // import CoreGraphics import Foundation // MARK: - PointValueProvider /// A `ValueProvider` that returns a CGPoint Value public final class PointValueProvider: ValueProvider { // MARK: Lifecycle /// Initializes with a block provider public init(block: @escaping PointValueBlock) { self.block = block point = .zero identity = UUID() } /// Initializes with a single point. public init(_ point: CGPoint) { self.point = point block = nil hasUpdate = true identity = [point.x, point.y] } // MARK: Public /// Returns a CGPoint for a CGFloat(Frame Time) public typealias PointValueBlock = (CGFloat) -> CGPoint public var point: CGPoint { didSet { hasUpdate = true } } // MARK: ValueProvider Protocol public var valueType: Any.Type { LottieVector3D.self } public var storage: ValueProviderStorage<LottieVector3D> { if let block { return .closure { frame in self.hasUpdate = false return block(frame).vector3dValue } } else { hasUpdate = false return .singleValue(point.vector3dValue) } } public func hasUpdate(frame _: CGFloat) -> Bool { if block != nil { return true } return hasUpdate } // MARK: Private private var hasUpdate = true private var block: PointValueBlock? private let identity: AnyHashable } // MARK: Equatable extension PointValueProvider: Equatable { public static func ==(_ lhs: PointValueProvider, _ rhs: PointValueProvider) -> Bool { lhs.identity == rhs.identity } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/DynamicProperties/ValueProviders/PointValueProvider.swift
Swift
unknown
1,662
// // SizeValueProvider.swift // lottie-swift // // Created by Brandon Withrow on 2/4/19. // import CoreGraphics import Foundation // MARK: - SizeValueProvider /// A `ValueProvider` that returns a CGSize Value public final class SizeValueProvider: ValueProvider { // MARK: Lifecycle /// Initializes with a block provider public init(block: @escaping SizeValueBlock) { self.block = block size = .zero identity = UUID() } /// Initializes with a single size. public init(_ size: CGSize) { self.size = size block = nil hasUpdate = true identity = [size.width, size.height] } // MARK: Public /// Returns a CGSize for a CGFloat(Frame Time) public typealias SizeValueBlock = (CGFloat) -> CGSize public var size: CGSize { didSet { hasUpdate = true } } // MARK: ValueProvider Protocol public var valueType: Any.Type { LottieVector3D.self } public var storage: ValueProviderStorage<LottieVector3D> { if let block { return .closure { frame in self.hasUpdate = false return block(frame).vector3dValue } } else { hasUpdate = false return .singleValue(size.vector3dValue) } } public func hasUpdate(frame _: CGFloat) -> Bool { if block != nil { return true } return hasUpdate } // MARK: Private private var hasUpdate = true private var block: SizeValueBlock? private let identity: AnyHashable } // MARK: Equatable extension SizeValueProvider: Equatable { public static func ==(_ lhs: SizeValueProvider, _ rhs: SizeValueProvider) -> Bool { lhs.identity == rhs.identity } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/DynamicProperties/ValueProviders/SizeValueProvider.swift
Swift
unknown
1,648
// // AnimationFontProvider.swift // Lottie // // Created by Brandon Withrow on 8/5/20. // Copyright © 2020 YurtvilleProds. All rights reserved. // import CoreText // MARK: - AnimationFontProvider /// Font provider is a protocol that is used to supply fonts to `LottieAnimationView`. /// public protocol AnimationFontProvider { func fontFor(family: String, size: CGFloat) -> CTFont? } // MARK: - DefaultFontProvider /// Default Font provider. public final class DefaultFontProvider: AnimationFontProvider { // MARK: Lifecycle public init() { } // MARK: Public public func fontFor(family: String, size: CGFloat) -> CTFont? { CTFontCreateWithName(family as CFString, size, nil) } } // MARK: Equatable extension DefaultFontProvider: Equatable { public static func ==(_: DefaultFontProvider, _: DefaultFontProvider) -> Bool { true } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/FontProvider/AnimationFontProvider.swift
Swift
unknown
871
// // LottieImageProvider.swift // lottie-swift // // Created by Brandon Withrow on 1/25/19. // import QuartzCore // MARK: - AnimationImageProvider /// Image provider is a protocol that is used to supply images to `LottieAnimationView`. /// /// Some animations require a reference to an image. The image provider loads and /// provides those images to the `LottieAnimationView`. Lottie includes a couple of /// prebuilt Image Providers that supply images from a Bundle, or from a FilePath. /// /// Additionally custom Image Providers can be made to load images from a URL, /// or to Cache images. public protocol AnimationImageProvider { /// Whether or not the resulting image of this image provider can be cached by Lottie. Defaults to true. /// If true, Lottie may internally cache the result of `imageForAsset` var cacheEligible: Bool { get } /// The image to display for the given `ImageAsset` defined in the `LottieAnimation` JSON file. func imageForAsset(asset: ImageAsset) -> CGImage? /// Specifies how the layer's contents are positioned or scaled within its bounds for a given asset. /// Defaults to `.resize`, which stretches the image to fill the layer. func contentsGravity(for asset: ImageAsset) -> CALayerContentsGravity } extension AnimationImageProvider { public var cacheEligible: Bool { true } /// The default value is `.resize`, similar to that of `CALayer`. public func contentsGravity(for _: ImageAsset) -> CALayerContentsGravity { .resize } }
2201_75827989/zhi_shi_ku
uni_modules/uts-animation-view/utssdk/app-ios/lottie-ios/Public/ImageProvider/AnimationImageProvider.swift
Swift
unknown
1,511