ATPopupWindow.m

/*
     File: ATPopupWindow.m
 Abstract:  A custom NSWindow that mainly implements a "popup" animation using CoreAnimation.
 
  Version: 1.1
 
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 */
 
#import <QuartzCore/QuartzCore.h>
#import "ATPopupWindow.h"
 
#define GROW_ANIMATION_DURATION 0.20
#define GROW_SCALE 1.25
 
#define SHRINK_ANIMATION_DURATION 0.10
#define SHRINK_SCALE 0.80
 
#define RESTORE_ANIMATION_DURATION 0.10
 
@implementation ATPopupWindow
 
- (void)_cleanupAndRestoreViews {
    // Swap back the content view
    if (_oldContentView != nil) {
        // We disable screen updates to avoid any flashing that might happening when one
        // layer backed view goes away and another regular view replaces it.
        //
        NSDisableScreenUpdates();
        [self setFrame:_originalWidowFrame display:NO];
        [self setContentView:_oldContentView];
        [_oldContentView release];
        _oldContentView = nil;
        
        [self makeFirstResponder:_oldFirstResponder];
        _oldFirstResponder = nil;
        
        [_animationView release];
        _animationView = nil;
        
        _animationLayer = nil; // Non retained
        NSEnableScreenUpdates();
    }
    _shrinking = NO;
    _growing = NO;
}
 
- (CATransform3D)_transformForScale:(CGFloat)scale {
    if (scale == 1.0) {
        return CATransform3DIdentity;
    } else {
        // Start at the scale percentage
        CATransform3D scaleTransform = CATransform3DScale(CATransform3DIdentity, scale, scale, 1.0);
        // Create a translation to make us popup from somewhere other than the center
        CGFloat yTrans = NSHeight(_originalLayerFrame)/2.0 - (NSHeight(_originalLayerFrame)*scale)/2.0;
        CGFloat xTrans = 0; // No X translating -- we popup from the X center
        CATransform3D translateTransform = CATransform3DTranslate(CATransform3DIdentity, xTrans, yTrans, 1.0);
        return CATransform3DConcat(scaleTransform, translateTransform);
    }
}
 
- (void)_addAnimationToScale:(CGFloat)scale duration:(NSTimeInterval)duration {
    CABasicAnimation *transformAni = [CABasicAnimation animation];
    transformAni.fromValue = [NSValue valueWithCATransform3D:_animationLayer.transform];
    transformAni.duration = duration;
    // We make ourselves the delegate to get notified when the animation ends
    transformAni.delegate = self;
    // Set the final "toValue" for the animation and the layer contents. 
    // At the end of the animation it is left at this value, which is what we want
    _animationLayer.transform = [self _transformForScale:scale];
    [_animationLayer addAnimation:transformAni forKey:@"transform"];
}
 
// Chain several animations together -- one starting at the end of the other
- (void)animationDidStop:(CAAnimation *)anim finished:(BOOL)flag {
    if (!flag) {
        _animationLayer.transform = [self _transformForScale:1.0];
        [self _cleanupAndRestoreViews];
    } else if (_growing) {
        _growing = NO;
        _shrinking = YES;
        [self _addAnimationToScale:SHRINK_SCALE duration:SHRINK_ANIMATION_DURATION];
    } else if (_shrinking) {
        _shrinking = NO;
        [self _addAnimationToScale:1.0 duration:RESTORE_ANIMATION_DURATION];
    } else {
        [self _cleanupAndRestoreViews];
    }
}
 
// Our window doesn't have a title bar or a resize bar, but we want it to still become key.
// However, we want the tableview to draw as the first responder even when the window
// isn't key. So, we return NO when we are drawing to work around that.
//
- (BOOL)canBecomeKeyWindow {
    if (_pretendKeyForDrawing) return NO;
    return YES;
}
 
// The scrollers always draw blue if they are in a key window.
// Temporarily tell them that our window is key for caching the proper image.
//
- (BOOL)isKeyWindow {
    if (_pretendKeyForDrawing) return YES;
    return [super isKeyWindow];
}
 
- (void)popup {
    // Stop any existing animations
    if (_animationView != nil) {
        [_animationLayer removeAllAnimations];
        [self _cleanupAndRestoreViews];
    }
    
    // Perform some initial setup - hide the window and make us not have a shadow while animating
    if ([self isVisible]) {
        [self orderOut:nil];
    }
    
    // Grab the content view and cache its contents
    _oldContentView = [[self contentView] retain];
    // We also want to restore the current first responder
    _oldFirstResponder = [self firstResponder];
 
    _pretendKeyForDrawing = YES;
    NSRect visibleRect = [_oldContentView visibleRect];
    NSBitmapImageRep *imageRep = [_oldContentView bitmapImageRepForCachingDisplayInRect:visibleRect];
    [_oldContentView cacheDisplayInRect:visibleRect toBitmapImageRep:imageRep];
    _pretendKeyForDrawing = NO;
    
    // Create a new content view for animating
    _animationView = [[NSView alloc] initWithFrame:visibleRect];
    [_animationView setWantsLayer:YES];
    [self setContentView:_animationView];
    
    // Temporarily enlargen the window size to accomidate the "grow" animation.
    _originalWidowFrame = self.frame;
    CGFloat xGrow = NSWidth(_originalWidowFrame)*0.5;
    CGFloat yGrow = NSHeight(_originalWidowFrame)*0.5;
    [self setFrame:NSInsetRect(_originalWidowFrame, -xGrow, -yGrow) display:NO];
 
    // Calculate where we want the animation layer to be based off of the offset we set above
    _originalLayerFrame = visibleRect;
    _originalLayerFrame.origin.x += xGrow;
    _originalLayerFrame.origin.y += yGrow;
 
    // Create a manual layer and control it's contents and position
    _animationLayer = [CALayer layer];
    _animationLayer.frame = NSRectToCGRect(_originalLayerFrame);
    _animationLayer.contents = (id)[imageRep CGImage];
    // A shadow is needed to match what the window normally has
    _animationLayer.shadowOpacity = 0.50;
    _animationLayer.shadowRadius = 4;
    // Start at 1% scale
    _animationLayer.transform = [self _transformForScale:0.01];
    
    // Get the layer into the rendering tree
    [[_animationView layer] addSublayer:_animationLayer];
 
    // Bring the window up and flush the contents
    [self makeKeyAndOrderFront:nil];
    [self displayIfNeeded];
    
    // Start the grow animation
    _growing = YES;
    [self _addAnimationToScale:GROW_SCALE duration:GROW_ANIMATION_DURATION];
}
 
@end