Files
damus/damus/Features/Chat/ChatBubbleView.swift
ericholguin 65a22813a3 refactor: Adding structure
Huge refactor to add better structure to the project.
Separating features with their associated view and model structure.
This should be better organization and will allow us to improve the
overall architecture in the future.

I forsee many more improvements that can follow this change. e.g. MVVM Arch
As well as cleaning up duplicate, unused, functionality.
Many files have global functions that can also be moved or be renamed.

damus/
├── Features/
│   ├── <Feature>/
│   │   ├── Views/
│   │   └── Models/
├── Shared/
│   ├── Components/
│   ├── Media/
│   ├── Buttons/
│   ├── Extensions/
│   ├── Empty Views/
│   ├── ErrorHandling/
│   ├── Modifiers/
│   └── Utilities/
├── Core/
│   ├── Nostr/
│   ├── NIPs/
│   ├── DIPs/
│   ├── Types/
│   ├── Networking/
│   └── Storage/

Signed-off-by: ericholguin <ericholguin@apache.org>
2025-08-06 10:24:00 -07:00

185 lines
8.0 KiB
Swift
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
//
// ChatBubbleView.swift
// damus
//
// Created by Daniel DAquino on 2024-06-17.
//
import Foundation
import SwiftUI
/// Use this view to display content inside of a custom-designed chat bubble shape.
struct ChatBubble<T: View, U: ShapeStyle, V: View>: View {
/// The direction at which the chat bubble tip will be pointing towards
let direction: Direction
let stroke_content: U
let stroke_style: StrokeStyle
let background_style: V
@ViewBuilder let content: T
// Constants, which are loosely tied to `OFFSET_X` and `OFFSET_Y`
let OFFSET_X_PADDING: CGFloat = 6
let OFFSET_Y_BOTTOM_PADDING: CGFloat = 3
var body: some View {
self.content
.padding(direction == .left ? .leading : .trailing, OFFSET_X_PADDING)
.padding(.bottom, OFFSET_Y_BOTTOM_PADDING)
.background(self.background_style)
.clipShape(
BubbleShape(direction: self.direction)
)
.overlay(
BubbleShape(direction: self.direction)
.stroke(self.stroke_content, style: self.stroke_style)
)
.padding(direction == .left ? .leading : .trailing, -OFFSET_X_PADDING)
.padding(.bottom, -OFFSET_Y_BOTTOM_PADDING)
}
enum Direction {
case right
case left
}
struct BubbleShape: Shape {
/// The direction at which the chat bubble tip will be pointing towards
let direction: Direction
// MARK: Constant parameters that defines the shape and look of the chat bubbles
/// The corner radius of the round edges
let CORNER_RADIUS: CGFloat = 10
/// The height of the chat bubble tip detail
let DETAIL_HEIGHT: CGFloat = 10
/// The horizontal distance between the chat bubble tip and the vertical edge of the bubble
let OFFSET_X: CGFloat = 7
/// The vertical distance between the chat bubble tip and the bottom edge of the bubble
let OFFSET_Y: CGFloat = 5
/// Value between 0 and 1 that determines curvature of the upper chat bubble curve detail
let DETAIL_CURVE_FACTOR: CGFloat = 0.75
/// Value between 0 and 1 that determines curvature of the lower chat bubble curve detail
let LOWER_DETAIL_CURVE_FACTOR: CGFloat = 0.4
/// The horizontal distance between the chat bubble tip and the point at which the lower chat bubble curve detail attaches to the bottom of the chat bubble
let LOWER_DETAIL_ATTACHMENT_OFFSET_X: CGFloat = 20
func path(in rect: CGRect) -> Path {
return self.direction == .left ? self.draw_left_bubble(in: rect) : self.draw_right_bubble(in: rect)
}
func draw_left_bubble(in rect: CGRect) -> Path {
return Path { p in
// Start at the top left, just below the end of the corner radius
let start = CGPoint(x: OFFSET_X, y: CORNER_RADIUS)
// Left edge
p.move(to: start)
p.addLine(to: CGPoint(x: OFFSET_X, y: rect.height - DETAIL_HEIGHT))
// Draw the chat bubble tip
p.addLine(to: CGPoint(x: OFFSET_X, y: rect.height - DETAIL_HEIGHT))
let tip_of_bubble = CGPoint(x: 0, y: rect.height)
p.addQuadCurve(
to: tip_of_bubble,
control: CGPoint(x: 0, y: rect.height - DETAIL_HEIGHT) + CGVector(dx: OFFSET_X, dy: DETAIL_HEIGHT) * DETAIL_CURVE_FACTOR
)
let lower_detail_attachment = CGPoint(x: LOWER_DETAIL_ATTACHMENT_OFFSET_X, y: rect.height - OFFSET_Y)
p.addCurve(
to: lower_detail_attachment,
control1: tip_of_bubble + CGVector(dx: LOWER_DETAIL_ATTACHMENT_OFFSET_X, dy: 0) * LOWER_DETAIL_CURVE_FACTOR,
control2: lower_detail_attachment - CGVector(dx: LOWER_DETAIL_ATTACHMENT_OFFSET_X, dy: 0) * LOWER_DETAIL_CURVE_FACTOR
)
// Draw the bottom edge
p.addLine(to: CGPoint(x: rect.width - CORNER_RADIUS, y: rect.height - OFFSET_Y))
// Draw the bottom right round corner
p.addQuadCurve(
to: CGPoint(x: rect.width, y: rect.height - OFFSET_Y - CORNER_RADIUS),
control: CGPoint(x: rect.width, y: rect.height - OFFSET_Y)
)
// Draw right edge
p.addLine(to: CGPoint(x: rect.width, y: CORNER_RADIUS))
// Draw top right round corner
p.addQuadCurve(
to: CGPoint(x: rect.width - CORNER_RADIUS, y: 0),
control: CGPoint(x: rect.width, y: 0)
)
// Draw top edge
p.addLine(to: CGPoint(x: CORNER_RADIUS + OFFSET_X, y: 0))
// Draw top left round corner
p.addQuadCurve(
to: start,
control: CGPoint(x: OFFSET_X, y: 0)
)
}
}
func draw_right_bubble(in rect: CGRect) -> Path {
return Path { p in
// Start at the top right, just below the end of the corner radius
let right_edge = rect.width - OFFSET_X
let start = CGPoint(x: right_edge, y: CORNER_RADIUS)
p.move(to: start)
// Right edge
p.addLine(to: CGPoint(x: right_edge, y: rect.height - DETAIL_HEIGHT))
// Draw the chat bubble tip
let tip_of_bubble = CGPoint(x: rect.width, y: rect.height)
p.addQuadCurve(
to: tip_of_bubble,
control: CGPoint(x: rect.width, y: rect.height - DETAIL_HEIGHT) + CGVector(dx: -OFFSET_X, dy: DETAIL_HEIGHT) * DETAIL_CURVE_FACTOR
)
let lower_detail_attachment = CGPoint(x: rect.width - LOWER_DETAIL_ATTACHMENT_OFFSET_X, y: rect.height - OFFSET_Y)
p.addCurve(
to: lower_detail_attachment,
control1: tip_of_bubble - CGVector(dx: LOWER_DETAIL_ATTACHMENT_OFFSET_X, dy: 0) * LOWER_DETAIL_CURVE_FACTOR,
control2: lower_detail_attachment + CGVector(dx: LOWER_DETAIL_ATTACHMENT_OFFSET_X, dy: 0) * LOWER_DETAIL_CURVE_FACTOR
)
// Draw the bottom edge
p.addLine(to: CGPoint(x: CORNER_RADIUS, y: rect.height - OFFSET_Y))
// Draw the bottom left round corner
p.addQuadCurve(
to: CGPoint(x: 0, y: rect.height - OFFSET_Y - CORNER_RADIUS),
control: CGPoint(x: 0, y: rect.height - OFFSET_Y)
)
// Draw left edge
p.addLine(to: CGPoint(x: 0, y: CORNER_RADIUS))
// Draw top right round corner
p.addQuadCurve(
to: CGPoint(x: CORNER_RADIUS, y: 0),
control: CGPoint(x: 0, y: 0)
)
// Draw top edge
p.addLine(to: CGPoint(x: rect.width - CORNER_RADIUS - OFFSET_X, y: 0))
// Draw top left round corner
p.addQuadCurve(
to: start,
control: CGPoint(x: rect.width - OFFSET_X, y: 0)
)
}
}
}
}
#Preview {
VStack {
ChatBubble(
direction: .left,
stroke_content: Color.accentColor.opacity(0),
stroke_style: .init(lineWidth: 4),
background_style: Color.accentColor
) {
Text(verbatim: "Hello there")
.padding()
}
.foregroundColor(.white)
ChatBubble(
direction: .right,
stroke_content: Color.accentColor.opacity(0),
stroke_style: .init(lineWidth: 4),
background_style: Color.accentColor
) {
Text(verbatim: "Hello there")
.padding()
}
.foregroundColor(.white)
}
}