// Copyright (C) 2024 Rubén Beltrán del Río // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // You should have received a copy of the GNU General Public License // along with this program. If not, see https://map.tranquil.systems. import SwiftUI struct MapVertices: View { let mapSize: CGSize let vertexSize: CGSize let vertices: [Vertex] let labelPositions: [Int: CGPoint] let padding = CGFloat(5.0) @State private var offset = CGSize.zero @State private var draggingVertex: Vertex? = nil var onDragVertex: (Vertex, CGFloat, CGFloat) -> Void = { _, _, _ in } var body: some View { ZStack(alignment: .topLeading) { ForEach(vertices, id: \.id) { vertex in ZStack(alignment: .topLeading) { getVertexShape(vertex) .fill(Color.Theme.Map.vertexColor) .offset( x: vertex == draggingVertex ? offset.width : 0, y: vertex == draggingVertex ? offset.height : 0) // Drag Hit box. Path bounds seem to be infinite. Rectangle() .fill(Color.black.opacity(0.001)) .frame(width: vertexSize.width, height: vertexSize.height) .offset(x: w(vertex.position.x), y: h(vertex.position.y)) .onHover { isHovering in if isHovering { NSCursor.pointingHand.set() } else { NSCursor.arrow.set() } } .gesture( DragGesture() .onChanged { value in offset = value.translation draggingVertex = vertex NSCursor.closedHand.set() } .onEnded { value in let newX = mw(w(vertex.position.x) + value.translation.width) let newY = mh(h(vertex.position.y) + value.translation.height) onDragVertex(vertex, newX, newY) NSCursor.pointingHand.set() } ) Text(vertex.label.replacingOccurrences(of: "\\n", with: "\n")) .font(.Theme.Map.vertexLabel) .lineSpacing( Dimensions.LineHeight.Map.vertexLabel - Dimensions.FontSize.Map.vertexLabel ) .foregroundColor(.Theme.Map.labelColor) .offset( CGSize( width: labelPositions[vertex.id]?.x ?? (w(vertex.position.x) + vertexSize.width + padding), height: labelPositions[vertex.id]?.y ?? (h(vertex.position.y) + 7.0)) ) .offset( x: vertex == draggingVertex ? offset.width : 0, y: vertex == draggingVertex ? offset.height : 0) } } } } func h(_ dimension: CGFloat) -> CGFloat { max(0.0, min(mapSize.height, dimension * mapSize.height / 100.0)) } func w(_ dimension: CGFloat) -> CGFloat { max(0.0, min(mapSize.width, dimension * mapSize.width / 100.0)) } func mh(_ dimension: CGFloat) -> CGFloat { max(0.0, min(100, dimension * 100 / mapSize.height)) } func mw(_ dimension: CGFloat) -> CGFloat { max(0.0, min(100, dimension * 100 / mapSize.width)) } func getVertexShape(_ vertex: Vertex) -> Path { switch vertex.shape { case .circle: return Path { path in path.addEllipse( in: CGRect( origin: CGPoint(x: w(vertex.position.x), y: h(vertex.position.y)), size: vertexSize )) } case .square: return Path { path in path.addRect( CGRect( x: w(vertex.position.x), y: h(vertex.position.y), width: vertexSize.width, height: vertexSize.height )) } case .triangle: return Path { path in path.move(to: CGPoint(x: w(vertex.position.x), y: h(vertex.position.y) + vertexSize.height)) path.addLine( to: CGPoint( x: w(vertex.position.x) + vertexSize.width, y: h(vertex.position.y) + vertexSize.height) ) path.addLine( to: CGPoint(x: w(vertex.position.x) + vertexSize.width / 2.0, y: h(vertex.position.y))) path.addLine( to: CGPoint(x: w(vertex.position.x), y: h(vertex.position.y) + vertexSize.height)) path.closeSubpath() } case .xMark: return Path { path in path.move(to: CGPoint(x: w(vertex.position.x), y: h(vertex.position.y))) path.addLine( to: CGPoint( x: w(vertex.position.x) + vertexSize.width, y: h(vertex.position.y) + vertexSize.height) ) path.closeSubpath() path.move(to: CGPoint(x: w(vertex.position.x) + vertexSize.width, y: h(vertex.position.y))) path.addLine( to: CGPoint(x: w(vertex.position.x), y: h(vertex.position.y) + vertexSize.height)) path.closeSubpath() }.strokedPath(StrokeStyle(lineWidth: 2.0, lineCap: .butt)) } } } #Preview { MapVertices( mapSize: CGSize(width: 400.0, height: 400.0), vertexSize: CGSize(width: 25.0, height: 25.0), vertices: [ Vertex(id: 0, label: "A Circle", position: CGPoint(x: 50.0, y: 50.0)), Vertex(id: 1, label: "A Square", position: CGPoint(x: 10.0, y: 20.0), shape: .square), Vertex(id: 2, label: "A triangle", position: CGPoint(x: 25, y: 32.0), shape: .triangle), Vertex(id: 3, label: "An X", position: CGPoint(x: 70.0, y: 70.0), shape: .xMark), ], labelPositions: [:]) }