2dc22c19b0
RN/Expo already owns a borderRadius property on UIView (as a style prop),
so declaring `private var borderRadius` on ExpoView was rejected by Swift
("cannot override with a stored property"). Rename the bridge prop and Swift
property to `previewCornerRadius`; the public Trigger/ImageContextMenu API
keeps `borderRadius` and Root translates it at the bridge layer.
Also tighten `var start` to `let` in the SVG parser.
https://claude.ai/code/session_015REmux3R9uuEMMJUHxTyQT
320 lines
9.5 KiB
Swift
320 lines
9.5 KiB
Swift
import UIKit
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/// Minimal SVG path `d` parser. Handles the subset used by Bluesky's icon set:
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/// M m L l H h V v C c S s Q q T t A a Z z.
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enum SVGPathParser {
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static func parse(_ d: String) -> UIBezierPath {
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let path = UIBezierPath()
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var tokens = Tokenizer(d)
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var currentPoint = CGPoint.zero
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var subpathStart = CGPoint.zero
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var lastControl: CGPoint? = nil
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var lastQuadControl: CGPoint? = nil
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var command: Character = "M"
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while let next = tokens.peek() {
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if next.isLetter {
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command = next
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tokens.consume()
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}
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switch command {
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case "M", "m":
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let p = tokens.readPoint()
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let abs = command == "M" ? p : CGPoint(x: currentPoint.x + p.x, y: currentPoint.y + p.y)
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path.move(to: abs)
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currentPoint = abs
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subpathStart = abs
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lastControl = nil
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lastQuadControl = nil
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// Subsequent coordinate pairs after M/m are implicit L/l
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command = command == "M" ? "L" : "l"
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case "L", "l":
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let p = tokens.readPoint()
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let abs = command == "L" ? p : CGPoint(x: currentPoint.x + p.x, y: currentPoint.y + p.y)
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path.addLine(to: abs)
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currentPoint = abs
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lastControl = nil
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lastQuadControl = nil
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case "H", "h":
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let x = tokens.readNumber()
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let abs = command == "H" ? CGPoint(x: x, y: currentPoint.y) : CGPoint(x: currentPoint.x + x, y: currentPoint.y)
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path.addLine(to: abs)
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currentPoint = abs
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lastControl = nil
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lastQuadControl = nil
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case "V", "v":
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let y = tokens.readNumber()
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let abs = command == "V" ? CGPoint(x: currentPoint.x, y: y) : CGPoint(x: currentPoint.x, y: currentPoint.y + y)
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path.addLine(to: abs)
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currentPoint = abs
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lastControl = nil
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lastQuadControl = nil
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case "C", "c":
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let c1 = tokens.readPoint()
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let c2 = tokens.readPoint()
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let p = tokens.readPoint()
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let (ac1, ac2, ap): (CGPoint, CGPoint, CGPoint)
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if command == "C" {
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ac1 = c1; ac2 = c2; ap = p
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} else {
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ac1 = CGPoint(x: currentPoint.x + c1.x, y: currentPoint.y + c1.y)
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ac2 = CGPoint(x: currentPoint.x + c2.x, y: currentPoint.y + c2.y)
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ap = CGPoint(x: currentPoint.x + p.x, y: currentPoint.y + p.y)
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}
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path.addCurve(to: ap, controlPoint1: ac1, controlPoint2: ac2)
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currentPoint = ap
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lastControl = ac2
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lastQuadControl = nil
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case "S", "s":
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let c2 = tokens.readPoint()
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let p = tokens.readPoint()
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let reflected = lastControl.map {
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CGPoint(x: 2 * currentPoint.x - $0.x, y: 2 * currentPoint.y - $0.y)
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} ?? currentPoint
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let (ac2, ap): (CGPoint, CGPoint)
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if command == "S" {
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ac2 = c2; ap = p
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} else {
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ac2 = CGPoint(x: currentPoint.x + c2.x, y: currentPoint.y + c2.y)
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ap = CGPoint(x: currentPoint.x + p.x, y: currentPoint.y + p.y)
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}
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path.addCurve(to: ap, controlPoint1: reflected, controlPoint2: ac2)
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currentPoint = ap
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lastControl = ac2
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lastQuadControl = nil
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case "Q", "q":
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let c = tokens.readPoint()
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let p = tokens.readPoint()
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let (ac, ap): (CGPoint, CGPoint)
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if command == "Q" {
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ac = c; ap = p
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} else {
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ac = CGPoint(x: currentPoint.x + c.x, y: currentPoint.y + c.y)
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ap = CGPoint(x: currentPoint.x + p.x, y: currentPoint.y + p.y)
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}
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path.addQuadCurve(to: ap, controlPoint: ac)
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currentPoint = ap
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lastControl = nil
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lastQuadControl = ac
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case "T", "t":
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let p = tokens.readPoint()
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let reflected = lastQuadControl.map {
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CGPoint(x: 2 * currentPoint.x - $0.x, y: 2 * currentPoint.y - $0.y)
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} ?? currentPoint
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let ap = command == "T" ? p : CGPoint(x: currentPoint.x + p.x, y: currentPoint.y + p.y)
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path.addQuadCurve(to: ap, controlPoint: reflected)
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currentPoint = ap
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lastControl = nil
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lastQuadControl = reflected
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case "A", "a":
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let rx = tokens.readNumber()
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let ry = tokens.readNumber()
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let xAxisRotation = tokens.readNumber() * .pi / 180
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let largeArc = tokens.readNumber() != 0
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let sweep = tokens.readNumber() != 0
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let end = tokens.readPoint()
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let absEnd = command == "A" ? end : CGPoint(x: currentPoint.x + end.x, y: currentPoint.y + end.y)
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ArcBuilder.addArc(
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to: path,
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from: currentPoint,
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to: absEnd,
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rx: rx,
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ry: ry,
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xAxisRotation: xAxisRotation,
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largeArc: largeArc,
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sweep: sweep
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)
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currentPoint = absEnd
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lastControl = nil
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lastQuadControl = nil
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case "Z", "z":
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path.close()
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currentPoint = subpathStart
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lastControl = nil
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lastQuadControl = nil
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default:
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tokens.consume()
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}
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}
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return path
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}
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}
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private struct Tokenizer {
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private let chars: [Character]
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private var index = 0
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init(_ s: String) { self.chars = Array(s) }
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mutating func peek() -> Character? {
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skipSeparators()
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return index < chars.count ? chars[index] : nil
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}
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mutating func consume() {
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if index < chars.count { index += 1 }
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}
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mutating func readNumber() -> CGFloat {
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skipSeparators()
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let start = index
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var sawDot = false
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var sawE = false
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while index < chars.count {
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let c = chars[index]
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if index == start && (c == "+" || c == "-") {
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index += 1
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continue
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}
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if c == "." {
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if sawDot || sawE { break }
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sawDot = true
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index += 1
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continue
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}
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if c == "e" || c == "E" {
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if sawE { break }
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sawE = true
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index += 1
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if index < chars.count && (chars[index] == "+" || chars[index] == "-") {
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index += 1
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}
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continue
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}
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if c.isNumber {
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index += 1
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continue
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}
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break
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}
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let slice = String(chars[start..<index])
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return CGFloat(Double(slice) ?? 0)
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}
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mutating func readPoint() -> CGPoint {
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let x = readNumber()
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let y = readNumber()
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return CGPoint(x: x, y: y)
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}
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private mutating func skipSeparators() {
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while index < chars.count {
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let c = chars[index]
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if c == " " || c == "," || c == "\t" || c == "\n" || c == "\r" {
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index += 1
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} else {
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break
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}
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}
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}
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}
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private enum ArcBuilder {
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/// Converts an SVG elliptical arc to a series of cubic Bezier segments and
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/// appends them to the given path. Based on the W3C "Elliptical Arc
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/// Implementation Notes" conversion.
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static func addArc(
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to path: UIBezierPath,
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from start: CGPoint,
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to end: CGPoint,
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rx rxIn: CGFloat,
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ry ryIn: CGFloat,
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xAxisRotation phi: CGFloat,
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largeArc: Bool,
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sweep: Bool
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) {
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if start == end { return }
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if rxIn == 0 || ryIn == 0 {
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path.addLine(to: end)
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return
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}
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var rx = abs(rxIn)
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var ry = abs(ryIn)
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let cosPhi = cos(phi)
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let sinPhi = sin(phi)
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let dx = (start.x - end.x) / 2
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let dy = (start.y - end.y) / 2
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let x1p = cosPhi * dx + sinPhi * dy
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let y1p = -sinPhi * dx + cosPhi * dy
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let lambda = (x1p * x1p) / (rx * rx) + (y1p * y1p) / (ry * ry)
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if lambda > 1 {
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let s = sqrt(lambda)
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rx *= s
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ry *= s
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}
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let sign: CGFloat = (largeArc == sweep) ? -1 : 1
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let numerator = rx * rx * ry * ry - rx * rx * y1p * y1p - ry * ry * x1p * x1p
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let denominator = rx * rx * y1p * y1p + ry * ry * x1p * x1p
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let factor = sign * sqrt(max(0, numerator / denominator))
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let cxp = factor * (rx * y1p / ry)
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let cyp = factor * (-ry * x1p / rx)
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let cx = cosPhi * cxp - sinPhi * cyp + (start.x + end.x) / 2
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let cy = sinPhi * cxp + cosPhi * cyp + (start.y + end.y) / 2
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let startVec = CGPoint(x: (x1p - cxp) / rx, y: (y1p - cyp) / ry)
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let endVec = CGPoint(x: (-x1p - cxp) / rx, y: (-y1p - cyp) / ry)
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let theta1 = angle(from: CGPoint(x: 1, y: 0), to: startVec)
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var deltaTheta = angle(from: startVec, to: endVec)
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if !sweep && deltaTheta > 0 {
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deltaTheta -= 2 * .pi
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} else if sweep && deltaTheta < 0 {
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deltaTheta += 2 * .pi
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}
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// Split into up to 4 cubic beziers (each covering <= 90°).
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let segments = max(1, Int(ceil(abs(deltaTheta) / (.pi / 2))))
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let delta = deltaTheta / CGFloat(segments)
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let t = (4.0 / 3.0) * tan(delta / 4)
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var theta = theta1
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for _ in 0..<segments {
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let cosT = cos(theta)
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let sinT = sin(theta)
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let cosT2 = cos(theta + delta)
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let sinT2 = sin(theta + delta)
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let p1 = CGPoint(x: cosT - t * sinT, y: sinT + t * cosT)
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let p2 = CGPoint(x: cosT2 + t * sinT2, y: sinT2 - t * cosT2)
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let p3 = CGPoint(x: cosT2, y: sinT2)
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let c1 = transformEllipsePoint(p1, rx: rx, ry: ry, phi: phi, cx: cx, cy: cy)
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let c2 = transformEllipsePoint(p2, rx: rx, ry: ry, phi: phi, cx: cx, cy: cy)
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let c3 = transformEllipsePoint(p3, rx: rx, ry: ry, phi: phi, cx: cx, cy: cy)
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path.addCurve(to: c3, controlPoint1: c1, controlPoint2: c2)
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theta += delta
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}
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}
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private static func transformEllipsePoint(_ p: CGPoint, rx: CGFloat, ry: CGFloat, phi: CGFloat, cx: CGFloat, cy: CGFloat) -> CGPoint {
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let x = rx * p.x
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let y = ry * p.y
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let rx_ = cos(phi) * x - sin(phi) * y + cx
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let ry_ = sin(phi) * x + cos(phi) * y + cy
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return CGPoint(x: rx_, y: ry_)
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}
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private static func angle(from u: CGPoint, to v: CGPoint) -> CGFloat {
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let dot = u.x * v.x + u.y * v.y
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let det = u.x * v.y - u.y * v.x
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return atan2(det, dot)
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}
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}
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