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// 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 padding = CGFloat(5.0)
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.Map.vertexColor)
Text(vertex.label.replacingOccurrences(of: "\\n", with: "\n")).font(.Theme.vertexLabel)
.foregroundColor(.Map.labelColor)
.shadow(color: .white, radius: 0, x: -0.5, y: -0.5)
.shadow(color: .white, radius: 0, x: 0.5, y: 0.5)
.offset(
CGSize(
width: w(vertex.position.x) + vertexSize.width + padding,
height: h(vertex.position.y) + 7.0))
}.gesture(
DragGesture()
.onChanged { value in
let deltaX = value.startLocation.x - value.location.x
let deltaY = value.startLocation.y - value.location.y
onDragVertex(vertex, deltaX, deltaY)
}
)
}
}
}
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 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 .x:
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: .x),
])
}
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