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1 | import SwiftUI | |
2 | ||
3 | struct MapOpportunities: View { | |
4 | ||
5 | let mapSize: CGSize | |
6 | let lineWidth: CGFloat | |
7 | let vertexSize: CGSize | |
8 | let opportunities: [Opportunity] | |
9 | ||
10 | let arrowheadSize = CGFloat(10.0) | |
11 | ||
12 | var body: some View { | |
13 | ForEach(opportunities, id: \.id) { edge in | |
14 | Path { path in | |
15 | ||
16 | // First we transform edges from percentage to map coordinates | |
17 | let origin = CGPoint(x: w(edge.origin.x), y: h(edge.origin.y)) | |
18 | let destination = CGPoint(x: w(edge.destination.x), y: h(edge.destination.y)) | |
19 | ||
20 | let multiplier = CGFloat(edge.destination.x > edge.origin.x ? 1.0 : -1.0) | |
21 | let upperAngle = -CGFloat.pi / 4.0 | |
22 | let lowerAngle = CGFloat.pi / 4.0 | |
23 | ||
24 | let offsetOrigin = CGPoint(x: origin.x + multiplier * (vertexSize.width / 2.0), y: origin.y) | |
25 | let offsetDestination = CGPoint( | |
26 | x: destination.x - multiplier * (vertexSize.width / 2.0), y: destination.y) | |
27 | ||
28 | path.move(to: offsetOrigin) | |
29 | path.addLine(to: offsetDestination) | |
30 | ||
31 | path.move(to: offsetDestination) | |
32 | path.addLine( | |
33 | to: CGPoint( | |
34 | x: offsetDestination.x - multiplier * arrowheadSize * cos(upperAngle), | |
35 | y: | |
36 | offsetDestination.y - multiplier * arrowheadSize * sin(upperAngle))) | |
37 | ||
38 | path.move(to: offsetDestination) | |
39 | path.addLine( | |
40 | to: CGPoint( | |
41 | x: offsetDestination.x - multiplier * arrowheadSize * cos(lowerAngle), | |
42 | y: | |
43 | offsetDestination.y - multiplier * arrowheadSize * sin(lowerAngle))) | |
44 | ||
45 | path.move(to: offsetDestination) | |
46 | path.closeSubpath() | |
47 | }.applying( | |
48 | CGAffineTransform(translationX: vertexSize.width / 2.0, y: vertexSize.height / 2.0) | |
49 | ).strokedPath(StrokeStyle(lineWidth: lineWidth / 4, dash: [10.0])).stroke( | |
50 | Color.map.opportunityColor) | |
51 | } | |
52 | } | |
53 | ||
54 | func h(_ dimension: CGFloat) -> CGFloat { | |
55 | max(0.0, min(mapSize.height, dimension * mapSize.height / 100.0)) | |
56 | } | |
57 | ||
58 | func w(_ dimension: CGFloat) -> CGFloat { | |
59 | max(0.0, min(mapSize.width, dimension * mapSize.width / 100.0)) | |
60 | } | |
61 | } | |
62 | ||
63 | #Preview { | |
64 | MapOpportunities( | |
65 | mapSize: CGSize(width: 400.0, height: 400.0), lineWidth: 1.0, | |
66 | vertexSize: CGSize(width: 25.0, height: 25.0), | |
67 | opportunities: [ | |
68 | Opportunity(id: 1, origin: CGPoint(x: 2.0, y: 34.0), destination: CGPoint(x: 23.0, y: 76.2)) | |
69 | ]) | |
70 | } |