style(chat): use integrated bubble tail
This commit is contained in:
@@ -6,56 +6,126 @@ private enum ChatUIConstants {
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static let bubbleCorner: CGFloat = 18
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}
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private struct BubbleTail: Shape {
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enum TailDirection: CaseIterable, Identifiable {
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case topRight
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case topLeft
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case bottomLeft
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case bottomRight
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var id: Self { self }
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private struct ChatBubbleShape: InsettableShape {
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enum Tail {
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case left
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case right
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case none
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}
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let direction: TailDirection
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let cornerRadius: CGFloat
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let tail: Tail
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var insetAmount: CGFloat = 0
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private let tailWidth: CGFloat = 9
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private let tailBaseHeight: CGFloat = 10
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func inset(by amount: CGFloat) -> ChatBubbleShape {
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var copy = self
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copy.insetAmount += amount
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return copy
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}
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func path(in rect: CGRect) -> Path {
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Path { path in
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switch direction {
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case .topRight:
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let startPoint = CGPoint(x: rect.minX, y: rect.maxY)
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path.move(to: startPoint)
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path.addLine(to: CGPoint(x: rect.maxX, y: rect.maxY))
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path.addLine(to: CGPoint(x: rect.maxX, y: rect.minY))
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let control1 = CGPoint(x: rect.maxX - rect.maxX / 20, y: rect.minY - rect.maxY / 3)
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let control2 = CGPoint(x: rect.maxX * 5 / 6, y: rect.maxY * 5 / 6)
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path.addCurve(to: startPoint, control1: control1, control2: control2)
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case .topLeft:
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let startPoint = CGPoint(x: rect.maxX, y: rect.maxY)
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path.move(to: startPoint)
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path.addLine(to: CGPoint(x: rect.minX, y: rect.maxY))
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path.addLine(to: CGPoint(x: rect.minX, y: rect.minY))
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let control1 = CGPoint(x: rect.maxX / 20, y: rect.minY - rect.maxY / 3)
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let control2 = CGPoint(x: rect.maxX * 1 / 6, y: rect.maxY * 5 / 6)
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path.addCurve(to: startPoint, control1: control1, control2: control2)
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case .bottomLeft:
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let startPoint = CGPoint(x: rect.minX, y: rect.maxY)
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path.move(to: startPoint)
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path.addLine(to: CGPoint(x: rect.minX, y: rect.minY))
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path.addLine(to: CGPoint(x: rect.maxX, y: rect.minY))
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let control1 = CGPoint(x: rect.maxX / 6, y: rect.maxY / 6)
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let control2 = CGPoint(x: rect.minX + rect.maxX / 20, y: rect.maxY + rect.maxY / 3)
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path.addCurve(to: startPoint, control1: control1, control2: control2)
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case .bottomRight:
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let startPoint = CGPoint(x: rect.minX, y: rect.minY)
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path.move(to: startPoint)
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path.addLine(to: CGPoint(x: rect.maxX, y: rect.minY))
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path.addLine(to: CGPoint(x: rect.maxX, y: rect.maxY))
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let control1 = CGPoint(x: rect.maxX - rect.maxX / 20, y: rect.maxY + rect.maxY / 3)
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let control2 = CGPoint(x: rect.maxX * 5 / 6, y: rect.maxY * 1 / 6)
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path.addCurve(to: startPoint, control1: control1, control2: control2)
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}
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let rect = rect.insetBy(dx: insetAmount, dy: insetAmount)
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switch tail {
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case .left:
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return self.leftTailPath(in: rect, radius: cornerRadius)
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case .right:
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return self.rightTailPath(in: rect, radius: cornerRadius)
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case .none:
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return Path(roundedRect: rect, cornerRadius: cornerRadius)
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}
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}
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private func rightTailPath(in rect: CGRect, radius r: CGFloat) -> Path {
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var path = Path()
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let bubbleMinX = rect.minX
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let bubbleMaxX = rect.maxX - tailWidth
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let bubbleMinY = rect.minY
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let bubbleMaxY = rect.maxY
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let available = max(4, bubbleMaxY - bubbleMinY - 2 * r)
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let baseH = min(tailBaseHeight, available)
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let baseBottomY = bubbleMaxY - r
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let baseTopY = baseBottomY - baseH
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let midY = (baseTopY + baseBottomY) / 2
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let baseTop = CGPoint(x: bubbleMaxX, y: baseTopY)
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let baseBottom = CGPoint(x: bubbleMaxX, y: baseBottomY)
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let tip = CGPoint(x: bubbleMaxX + tailWidth, y: midY)
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path.move(to: CGPoint(x: bubbleMinX + r, y: bubbleMinY))
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path.addLine(to: CGPoint(x: bubbleMaxX - r, y: bubbleMinY))
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path.addQuadCurve(
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to: CGPoint(x: bubbleMaxX, y: bubbleMinY + r),
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control: CGPoint(x: bubbleMaxX, y: bubbleMinY))
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path.addLine(to: CGPoint(x: bubbleMaxX, y: baseTopY))
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path.addQuadCurve(
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to: tip,
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control: CGPoint(x: bubbleMaxX + tailWidth * 0.85, y: baseTopY + baseH * 0.15))
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path.addQuadCurve(
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to: baseBottom,
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control: CGPoint(x: bubbleMaxX + tailWidth * 0.6, y: baseBottomY))
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path.addQuadCurve(
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to: CGPoint(x: bubbleMaxX - r, y: bubbleMaxY),
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control: CGPoint(x: bubbleMaxX, y: bubbleMaxY))
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path.addLine(to: CGPoint(x: bubbleMinX + r, y: bubbleMaxY))
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path.addQuadCurve(
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to: CGPoint(x: bubbleMinX, y: bubbleMaxY - r),
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control: CGPoint(x: bubbleMinX, y: bubbleMaxY))
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path.addLine(to: CGPoint(x: bubbleMinX, y: bubbleMinY + r))
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path.addQuadCurve(
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to: CGPoint(x: bubbleMinX + r, y: bubbleMinY),
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control: CGPoint(x: bubbleMinX, y: bubbleMinY))
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return path
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}
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private func leftTailPath(in rect: CGRect, radius r: CGFloat) -> Path {
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var path = Path()
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let bubbleMinX = rect.minX + tailWidth
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let bubbleMaxX = rect.maxX
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let bubbleMinY = rect.minY
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let bubbleMaxY = rect.maxY
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let available = max(4, bubbleMaxY - bubbleMinY - 2 * r)
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let baseH = min(tailBaseHeight, available)
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let baseBottomY = bubbleMaxY - r
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let baseTopY = baseBottomY - baseH
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let midY = (baseTopY + baseBottomY) / 2
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let baseTop = CGPoint(x: bubbleMinX, y: baseTopY)
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let baseBottom = CGPoint(x: bubbleMinX, y: baseBottomY)
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let tip = CGPoint(x: bubbleMinX - tailWidth, y: midY)
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path.move(to: CGPoint(x: bubbleMinX + r, y: bubbleMinY))
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path.addLine(to: CGPoint(x: bubbleMaxX - r, y: bubbleMinY))
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path.addQuadCurve(
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to: CGPoint(x: bubbleMaxX, y: bubbleMinY + r),
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control: CGPoint(x: bubbleMaxX, y: bubbleMinY))
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path.addLine(to: CGPoint(x: bubbleMaxX, y: bubbleMaxY - r))
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path.addQuadCurve(
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to: CGPoint(x: bubbleMaxX - r, y: bubbleMaxY),
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control: CGPoint(x: bubbleMaxX, y: bubbleMaxY))
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path.addLine(to: CGPoint(x: bubbleMinX + r, y: bubbleMaxY))
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path.addQuadCurve(
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to: CGPoint(x: bubbleMinX, y: bubbleMaxY - r),
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control: CGPoint(x: bubbleMinX, y: bubbleMaxY))
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path.addLine(to: CGPoint(x: bubbleMinX, y: baseBottomY))
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path.addQuadCurve(
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to: tip,
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control: CGPoint(x: bubbleMinX - tailWidth * 0.6, y: baseBottomY))
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path.addQuadCurve(
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to: baseTop,
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control: CGPoint(x: bubbleMinX - tailWidth * 0.85, y: baseTopY + baseH * 0.15))
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path.addLine(to: CGPoint(x: bubbleMinX, y: bubbleMinY + r))
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path.addQuadCurve(
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to: CGPoint(x: bubbleMinX + r, y: bubbleMinY),
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control: CGPoint(x: bubbleMinX, y: bubbleMinY))
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return path
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}
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}
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@MainActor
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@@ -127,24 +197,8 @@ private struct ChatMessageBody: View {
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.padding(.horizontal, 12)
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.foregroundStyle(textColor)
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.background(self.bubbleBackground)
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.overlay(self.bubbleBorder)
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.clipShape(self.bubbleShape)
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.overlay(alignment: self.tailAlignment) {
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if let tailDirection = self.tailDirection {
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BubbleTail(direction: tailDirection)
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.fill(self.bubbleFillColor)
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.frame(width: self.tailSize.width, height: self.tailSize.height)
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.offset(x: self.tailOffsetX, y: self.tailOffsetY)
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}
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}
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.overlay(alignment: self.tailAlignment) {
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if let tailDirection = self.tailDirection {
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BubbleTail(direction: tailDirection)
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.stroke(self.bubbleBorderColor, lineWidth: self.bubbleBorderWidth)
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.frame(width: self.tailSize.width, height: self.tailSize.height)
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.offset(x: self.tailOffsetX, y: self.tailOffsetY)
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}
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}
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.overlay(self.bubbleBorder)
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.shadow(color: self.bubbleShadowColor, radius: self.bubbleShadowRadius, y: self.bubbleShadowYOffset)
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.padding(.leading, self.tailPaddingLeading)
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.padding(.trailing, self.tailPaddingTrailing)
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@@ -190,42 +244,24 @@ private struct ChatMessageBody: View {
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}
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private var bubbleBorder: some View {
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RoundedRectangle(cornerRadius: ChatUIConstants.bubbleCorner, style: .continuous)
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.strokeBorder(self.bubbleBorderColor, lineWidth: self.bubbleBorderWidth)
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.clipShape(self.bubbleShape)
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self.bubbleShape.strokeBorder(self.bubbleBorderColor, lineWidth: self.bubbleBorderWidth)
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}
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private var bubbleShape: RoundedRectangle {
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RoundedRectangle(cornerRadius: ChatUIConstants.bubbleCorner, style: .continuous)
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private var bubbleShape: ChatBubbleShape {
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ChatBubbleShape(cornerRadius: ChatUIConstants.bubbleCorner, tail: self.bubbleTail)
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}
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private var tailDirection: BubbleTail.TailDirection? {
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guard self.style == .onboarding else { return nil }
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return self.isUser ? .bottomRight : .bottomLeft
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}
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private var tailAlignment: Alignment {
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self.isUser ? .bottomTrailing : .bottomLeading
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}
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private var tailSize: CGSize {
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CGSize(width: 16, height: 22)
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}
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private var tailOffsetX: CGFloat {
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self.isUser ? 6 : -6
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}
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private var tailOffsetY: CGFloat {
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4
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private var bubbleTail: ChatBubbleShape.Tail {
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guard self.style == .onboarding else { return .none }
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return self.isUser ? .right : .left
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}
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private var tailPaddingLeading: CGFloat {
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self.style == .onboarding && !self.isUser ? 6 : 0
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self.style == .onboarding && !self.isUser ? 10 : 0
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}
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private var tailPaddingTrailing: CGFloat {
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self.style == .onboarding && self.isUser ? 6 : 0
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self.style == .onboarding && self.isUser ? 10 : 0
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}
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private var bubbleShadowColor: Color {
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Block a user