mirror of
https://github.com/FBukovina/Atoll.git
synced 2026-10-27 15:14:33 +00:00
140 lines
3.6 KiB
Swift
140 lines
3.6 KiB
Swift
/*
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* Atoll (DynamicIsland)
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* Copyright (C) 2024-2026 Atoll Contributors
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*
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* Originally from boring.notch project
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* Modified and adapted for Atoll (DynamicIsland)
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* See NOTICE for details.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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import SwiftUI
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struct NotchShape: Shape {
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private var topCornerRadius: CGFloat
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private var bottomCornerRadius: CGFloat
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init(
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topCornerRadius: CGFloat? = nil,
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bottomCornerRadius: CGFloat? = nil
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) {
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self.topCornerRadius = topCornerRadius ?? 6
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self.bottomCornerRadius = bottomCornerRadius ?? 14
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}
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var animatableData: AnimatablePair<CGFloat, CGFloat> {
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get {
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.init(
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topCornerRadius,
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bottomCornerRadius
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)
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}
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set {
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topCornerRadius = newValue.first
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bottomCornerRadius = newValue.second
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}
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}
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func path(in rect: CGRect) -> Path {
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var path = Path()
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path.move(
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to: CGPoint(
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x: rect.minX,
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y: rect.minY
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)
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)
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path.addQuadCurve(
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to: CGPoint(
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x: rect.minX + topCornerRadius,
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y: rect.minY + topCornerRadius
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),
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control: CGPoint(
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x: rect.minX + topCornerRadius,
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y: rect.minY
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)
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)
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path.addLine(
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to: CGPoint(
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x: rect.minX + topCornerRadius,
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y: rect.maxY - bottomCornerRadius
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)
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)
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path.addQuadCurve(
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to: CGPoint(
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x: rect.minX + topCornerRadius + bottomCornerRadius,
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y: rect.maxY
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),
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control: CGPoint(
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x: rect.minX + topCornerRadius,
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y: rect.maxY
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)
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)
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path.addLine(
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to: CGPoint(
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x: rect.maxX - topCornerRadius - bottomCornerRadius,
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y: rect.maxY
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)
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)
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path.addQuadCurve(
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to: CGPoint(
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x: rect.maxX - topCornerRadius,
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y: rect.maxY - bottomCornerRadius
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),
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control: CGPoint(
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x: rect.maxX - topCornerRadius,
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y: rect.maxY
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)
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)
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path.addLine(
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to: CGPoint(
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x: rect.maxX - topCornerRadius,
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y: rect.minY + topCornerRadius
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)
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)
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path.addQuadCurve(
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to: CGPoint(
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x: rect.maxX,
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y: rect.minY
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),
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control: CGPoint(
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x: rect.maxX - topCornerRadius,
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y: rect.minY
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)
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)
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path.addLine(
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to: CGPoint(
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x: rect.minX,
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y: rect.minY
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)
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)
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return path
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}
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}
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#Preview {
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NotchShape(topCornerRadius: 6, bottomCornerRadius: 14)
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.frame(width: 200, height: 32)
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.padding(10)
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}
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