session-ios/SignalMessaging/Loki/JazzIcon.swift

150 lines
4.7 KiB
Swift

import CryptoSwift
extension String {
func matches(_ regex: String) -> Bool {
return self.range(of: regex, options: .regularExpression, range: nil, locale: nil) != nil
}
}
private class RNG {
private let int32Max = Int(Int32.max) // 2147483647
private var seed: Int
private var initial: Int
init(seed: Int) {
self.seed = seed % int32Max
if (self.seed <= 0) { self.seed += int32Max - 1 }
self.initial = self.seed
}
func next() -> Int {
// Casting to Int64 incase number goes above Int32
let seed = (Int64(self.seed) * 16807) % Int64(int32Max)
self.seed = Int(seed)
return self.seed
}
func nextFloat() -> Float {
return Float(next() - 1) / Float(int32Max - 1)
}
func nextCGFloat() -> CGFloat {
return CGFloat(nextFloat())
}
func reset() {
seed = initial
}
}
public class JazzIcon {
private let generator: RNG
// Colour palette
private var colours: [UIColor] = [
0x01888c, // Teal
0xfc7500, // bright orange
0x034f5d, // dark teal
0xE784BA, // light pink
0x81C8B6, // bright green
0xc7144c, // raspberry
0xf3c100, // goldenrod
0x1598f2, // lightning blue
0x2465e1, // sail blue
0xf19e02, // gold
].map { UIColor(rgb: $0) }
// Defaults
private let shapeCount = 4
private let wobble = 30
init(seed: Int, colours: [UIColor]? = nil) {
self.generator = RNG(seed: seed)
if let colours = colours {
self.colours = colours
}
}
convenience init(seed: String, colours: [UIColor]? = nil) {
// Ensure we have a correct hash
var hash = seed
if !hash.matches("^[0-9A-Fa-f]+$") || hash.count < 12 { hash = seed.sha512() }
guard let number = Int(hash.substring(to: 12), radix: 16) else {
owsFailDebug("[JazzIcon] Failed to generate number from seed string: \(seed)")
self.init(seed: 1234, colours: colours)
return
}
self.init(seed: number, colours: colours)
}
public func generateLayer(ofSize diameter: CGFloat) -> CALayer {
generator.reset()
let newColours = hueShift(colours: colours)
let shuffled = shuffle(newColours)
let base = getSquareLayer(with: diameter, colour: shuffled[0].cgColor)
base.masksToBounds = true
for index in 0..<shapeCount {
let layer = generateShapeLayer(diameter: diameter, colour: shuffled[index + 1].cgColor, index: index, total: shapeCount - 1)
base.addSublayer(layer)
}
return base
}
private func getSquareLayer(with diameter: CGFloat, colour: CGColor? = nil) -> CAShapeLayer {
let frame = CGRect(x: 0, y: 0, width: diameter, height: diameter)
let layer = CAShapeLayer()
layer.frame = frame
layer.path = UIBezierPath(roundedRect: frame, cornerRadius: 0).cgPath
layer.fillColor = colour
return layer
}
private func generateShapeLayer(diameter: CGFloat, colour: CGColor, index: Int, total: Int) -> CALayer {
let center = diameter / 2
let firstRotation = generator.nextCGFloat()
let angle = CGFloat.pi * 2 * firstRotation
let a = diameter / CGFloat(total)
let b: CGFloat = generator.nextCGFloat()
let c = CGFloat(index) * a
let velocity = a * b + c
let translation = CGPoint(x: cos(angle) * velocity, y: sin(angle) * velocity)
// Third random is a shape rotation ontop of all that
let secondRotation = generator.nextCGFloat()
let rotation = (firstRotation * 360.0) + (secondRotation * 180)
let radians = rotation.rounded(toPlaces: 1) * CGFloat.pi / 180.0
let layer = getSquareLayer(with: diameter, colour: colour)
layer.position = CGPoint(x: center + translation.x, y: center + translation.y)
layer.transform = CATransform3DMakeRotation(radians, 0, 0, center)
return layer
}
private func shuffle<T>(_ array: [T]) -> [T] {
var currentIndex = array.count
var mutated = array
while (currentIndex > 0) {
let randomIndex = generator.next() % currentIndex
currentIndex -= 1
mutated.swapAt(currentIndex, randomIndex)
}
return mutated
}
private func hueShift(colours: [UIColor]) -> [UIColor] {
let amount = generator.nextCGFloat() * 30 - CGFloat(wobble / 2);
return colours.map { $0.adjustHue(by: amount) }
}
}