Drawing outside content insets with drawGlyphsForGlyphRange - objective-c

I'm trying to show some extra symbols next to lines in NSTextView, based on text attributes.
I have successfully subclassed NSLayoutManager, but it seems that layout manager can't draw outside the area set by textContainerInset.
Because my text view can potentially have a very long strings, I'm hoping to keep the drawing connected to displaying glyphs. Is there a way to trick the layout manager to be able to draw inside the content insets — or is there another method I use instead of drawGlyphsForGlyphRange?
I have tried calling super before and after drawing, as well as storing and not storing graphics state. I also attempted setDrawsOutsideLineFragment:YES for the glyphs, but with no luck.
Things like Xcode editor itself uses change markers, so I know that this is somehow doable, but it's very possible I'm looking from the wrong place.
My drawing method, simplified:
- (void)drawGlyphsForGlyphRange:(NSRange)glyphsToShow atPoint:(NSPoint)origin {
[super drawGlyphsForGlyphRange:glyphsToShow atPoint:origin];
NSTextStorage *textStorage = self.textStorage;
NSTextContainer *textContainer = self.textContainers[0];
NSRange glyphRange = glyphsToShow;
NSSize offset = self.textContainers.firstObject.textView.textContainerInset;
while (glyphRange.length > 0) {
NSRange charRange = [self characterRangeForGlyphRange:glyphRange actualGlyphRange:NULL], attributeCharRange, attributeGlyphRange;
id attribute = [textStorage attribute:#"Revision" atIndex:charRange.location longestEffectiveRange:&attributeCharRange inRange:charRange];
attributeGlyphRange = [self glyphRangeForCharacterRange:attributeCharRange actualCharacterRange:NULL];
attributeGlyphRange = NSIntersectionRange(attributeGlyphRange, glyphRange);
if (attribute != nil) {
[NSGraphicsContext saveGraphicsState];
NSRect boundingRect = [self boundingRectForGlyphRange:attributeGlyphRange
inTextContainer:textContainer];
// Find the top of the revision
NSPoint point = NSMakePoint(offset.width - 20, offset.height + boundingRect.origin.y + 1.0);
NSString *marker = #"*";
[marker drawAtPoint:point withAttributes:#{
NSForegroundColorAttributeName: NSColor.blackColor;
}];
[NSGraphicsContext restoreGraphicsState];
}
glyphRange.length = NSMaxRange(glyphRange) - NSMaxRange(attributeGlyphRange);
glyphRange.location = NSMaxRange(attributeGlyphRange);
}
}

The answer was much more simple than I anticipated.
You can set lineFragmentPadding for the associated NSTextContainer to make more room for drawing in the margins. This has to be taken into account when setting insets for the text container.

Related

Cocoa: How to draw inset text as in Mail.app?

How can I draw this style of text in Cocoa (OS X)? It seems to be used in several Apple apps including Mail (as pictured above) and several places in Xcode sidebars. I've looked around but haven't been able to find any resources suggesting how to reproduce this specific style of text. It looks like an inset shadow and my first guess was to try using an NSShadow with the blur radius set to a negative value but apparently only positive values are allowed. Any ideas?
I have some code that draws an embossed cell (originally written Jonathon Mah, I believe). It might not do exactly what you want but it'll give you a place to start:
#implementation DMEmbossedTextFieldCell
#pragma mark NSCell
- (void)drawInteriorWithFrame:(NSRect)cellFrame inView:(NSView *)controlView;
{
/* This method copies the three-layer method used by Safari's error page. That's accessible by forcing an
* error (e.g. visiting <foo://>) and opening the web inspector. */
// I tried to use NSBaselineOffsetAttributeName instead of shifting the frame, but that didn't seem to work
const NSRect onePixelUpFrame = NSOffsetRect(cellFrame, 0.0, [NSGraphicsContext currentContext].isFlipped ? -1.0 : 1.0);
const NSRange fullRange = NSMakeRange(0, self.attributedStringValue.length);
NSMutableAttributedString *scratchString = [self.attributedStringValue mutableCopy];
BOOL overDark = (self.backgroundStyle == NSBackgroundStyleDark);
CGFloat (^whenLight)(CGFloat) = ^(CGFloat b) { return overDark ? 1.0 - b : b; };
// Layer 1
[scratchString addAttribute:NSForegroundColorAttributeName value:[NSColor colorWithCalibratedWhite:whenLight(1.0) alpha:1.0] range:fullRange];
[scratchString drawInRect:cellFrame];
// Layer 2
BOOL useGradient = NO; // Safari 5.2 preview has switched to a lighter, solid color look for the detail text. Since we use the same class, use bold-ness to decide
if (self.attributedStringValue.length > 0) {
NSFont *font = [self.attributedStringValue attribute:NSFontAttributeName atIndex:0 effectiveRange:NULL];
if ([[NSFontManager sharedFontManager] traitsOfFont:font] & NSBoldFontMask)
useGradient = YES;
}
NSColor *solidShade = [NSColor colorWithCalibratedHue:200/360.0 saturation:0.03 brightness:whenLight(0.41) alpha:1.0];
[scratchString addAttribute:NSForegroundColorAttributeName value:solidShade range:fullRange];
[scratchString drawInRect:onePixelUpFrame];
// Layer 3 (Safari uses alpha of 0.25)
[scratchString addAttribute:NSForegroundColorAttributeName value:[NSColor colorWithCalibratedWhite:whenLight(1.0) alpha:0.25] range:fullRange];
[scratchString drawInRect:cellFrame];
}
#end
Please don't pick this as the answer I just implemented the above suggestions for fun and put it here because it will probably be useful to someone in the future!
https://github.com/danieljfarrell/InnerShadowTextFieldCell
Following from the advice of indragie and wil-shipley here is a subclass of NSTextFieldCell that draws the text with an inner shadow.
The header file,
// InnerShadowTextFieldCell.h
#import <Cocoa/Cocoa.h>
#interface InnerShadowTextFieldCell : NSTextFieldCell
#property (strong) NSShadow *innerShadow;
#end
Now the implementation file,
// InnerShadowTextFieldCell.m
#import "InnerShadowTextFieldCell.h"
// This class needs the NSString category -bezierWithFont: from,
// https://developer.apple.com/library/mac/samplecode/SpeedometerView/Listings/SpeedyCategories_m.html
#implementation InnerShadowTextFieldCell
- (void)drawInteriorWithFrame:(NSRect)cellFrame inView:(NSView *)controlView {
//// Shadow Declarations
if (_innerShadow == nil) {
/* Inner shadow has not been set, override here with default shadow.
You may or may not want this behaviour. */
_innerShadow = [[NSShadow alloc] init];
[_innerShadow setShadowColor: [NSColor darkGrayColor]];
[_innerShadow setShadowOffset: NSMakeSize(0.1, 0.1)];
/* Trying to find a default shadow radius which will look good for
a label of any size, let's get a rough estimate based on the
hypotenuse of the cell frame. */
[_innerShadow setShadowBlurRadius: 0.0075 * hypot(NSWidth(cellFrame), NSHeight(cellFrame)) ];
}
/* Because we are using the -bezierWithFont: we get a slightly
different path than had we used the superclass to drawn the
text path. This means that the background colour and text
colour looks odd if we use call the superclass's,
-drawInteriorWithFrame:inView: method let's do that
drawing here. Not making the call to super might cause
problems for general use (?) but for a simple label is seems
to work OK */
[self.backgroundColor setFill];
NSRectFill(cellFrame);
NSBezierPath *bezierPath = [self.title bezierWithFont:self.font];
[self.textColor setFill];
[bezierPath fill];
/* The following is inner shadow drawing method is taken from Paint Code */
////// Bezier Inner Shadow
NSShadow *shadow = _innerShadow;
NSRect bezierBorderRect = NSInsetRect([bezierPath bounds], -shadow.shadowBlurRadius, -shadow.shadowBlurRadius);
bezierBorderRect = NSOffsetRect(bezierBorderRect, -shadow.shadowOffset.width, shadow.shadowOffset.height);
bezierBorderRect = NSInsetRect(NSUnionRect(bezierBorderRect, [bezierPath bounds]), -1, -1);
NSBezierPath* bezierNegativePath = [NSBezierPath bezierPathWithRect: bezierBorderRect];
[bezierNegativePath appendBezierPath: bezierPath];
[bezierNegativePath setWindingRule: NSEvenOddWindingRule];
[NSGraphicsContext saveGraphicsState];
{
NSShadow* shadowWithOffset = [shadow copy];
CGFloat xOffset = shadowWithOffset.shadowOffset.width + round(bezierBorderRect.size.width);
CGFloat yOffset = shadowWithOffset.shadowOffset.height;
shadowWithOffset.shadowOffset = NSMakeSize(xOffset + copysign(0.0, xOffset), yOffset + copysign(0.1, yOffset));
[shadowWithOffset set];
[[NSColor grayColor] setFill];
[bezierPath addClip];
NSAffineTransform* transform = [NSAffineTransform transform];
[transform translateXBy: -round(bezierBorderRect.size.width) yBy: 0];
[[transform transformBezierPath: bezierNegativePath] fill];
}
[NSGraphicsContext restoreGraphicsState];
}
#end
This could probably be made more robust but it seems fine for just drawing static labels.
Make sure your change the text color and text background color properties in Interface Builder otherwise you will not be able to see the shadow.
From your screenshot, that looks like text drawn with an inner shadow. Hence, the standard NSShadow method of using a blur radius of 0 won't work because that only draws the shadow under/above the text.
There are two steps to drawing text with an inner shadow.
1. Get the drawing path of the text
To be able to draw a shadow inside the text glyphs, you need to create a bezier path from the string. The Apple sample code SpeedometerView has a category that adds the method -bezierWithFont: to NSString. Run the project to see how this method is used.
2. Fill the path with an inner shadow
Drawing shadows under bezier paths is easy, but drawing a shadow inside one is not trivial. Fortunately, the NSBezierPath+MCAdditions category adds the -[NSBezierPath fillWithInnerShadow:] method to make this easy.

boundingRectWithSize for NSAttributedString returning wrong size

I am trying to get the rect for an attributed string, but the boundingRectWithSize call is not respecting the size I pass in and is returning a rect with a single line height as opposed to a large height (it is a long string). I have experimented by passing in a very large value for the height and also 0 as in the code below, but the rect returned is always the same.
CGRect paragraphRect = [attributedText boundingRectWithSize:CGSizeMake(300,0.0)
options:NSStringDrawingUsesDeviceMetrics
context:nil];
Is this broken, or do I need to do something else to have it returned a rect for wrapped text?
Looks like you weren't providing the correct options. For wrapping labels, provide at least:
CGRect paragraphRect =
[attributedText boundingRectWithSize:CGSizeMake(300.f, CGFLOAT_MAX)
options:(NSStringDrawingUsesLineFragmentOrigin|NSStringDrawingUsesFontLeading)
context:nil];
Note: if the original text width is under 300.f there won't be line wrapping, so make sure the bound size is correct, otherwise you will still get wrong results.
For some reason, boundingRectWithSize always returns wrong size.
I figured out a solution.
There is a method for UItextView -sizeThatFits which returns the proper size for the text set.
So instead of using boundingRectWithSize, create an UITextView, with a random frame, and call its sizeThatFits with the respective width and CGFLOAT_MAX height.
It returns the size that will have the proper height.
UITextView *view=[[UITextView alloc] initWithFrame:CGRectMake(0, 0, width, 10)];
view.text=text;
CGSize size=[view sizeThatFits:CGSizeMake(width, CGFLOAT_MAX)];
height=size.height;
If you are calculating the size in a while loop, do no forget to add that in an autorelease pool, as there will be n number of UITextView created, the run time memory of the app will increase if we do not use autoreleasepool.
Ed McManus has certainly provided a key to getting this to work. I found a case that does not work
UIFont *font = ...
UIColor *color = ...
NSDictionary *attributesDictionary = [NSDictionary dictionaryWithObjectsAndKeys:
font, NSFontAttributeName,
color, NSForegroundColorAttributeName,
nil];
NSMutableAttributedString *string = [[NSMutableAttributedString alloc] initWithString: someString attributes:attributesDictionary];
[string appendAttributedString: [[NSAttributedString alloc] initWithString: anotherString];
CGRect rect = [string boundingRectWithSize:constraint options:(NSStringDrawingUsesLineFragmentOrigin|NSStringDrawingUsesFontLeading) context:nil];
rect will not have the correct height. Notice that anotherString (which is appended to string) was initialized without an attribute dictionary. This is a legitimate initializer for anotherString but boundingRectWithSize: does not give an accurate size in this case.
My final decision after long investigation:
- boundingRectWithSize function returns correct size for uninterrupted sequence of characters only!
In case string contains spaces or something else (called by Apple "Some of the glyphs" ) - it is impossible to get actual size of rect needed to display text!
I have replaced spaces in my strings by letters and immediately got correct result.
Apple says here:
https://developer.apple.com/documentation/foundation/nsstring/1524729-boundingrectwithsize
"This method returns the actual bounds of the glyphs in the string. Some of the glyphs (spaces, for example) are allowed to overlap the layout constraints specified by the size passed in, so in some cases the width value of the size component of the returned CGRect can exceed the width value of the size parameter."
So it is necessary to find some another way to calculate actual rect...
After long investigation process solution finally found!!!
I am not sure it will work good for all cases related to UITextView, but main and important thing was detected!
boundingRectWithSize function as well as CTFramesetterSuggestFrameSizeWithConstraints (and many other methods) will calculate size and text portion correct when correct rectangle used.
For example - UITextView has textView.bounds.size.width - and this value not actual rectangle used by system when text drawing on UITextView.
I found very interesting parameter and performed simple calculation in code:
CGFloat padding = textView.textContainer.lineFragmentPadding;
CGFloat actualPageWidth = textView.bounds.size.width - padding * 2;
And magic works - all my texts calculated correct now!
Enjoy!
Swift four version
let string = "A great test string."
let font = UIFont.systemFont(ofSize: 14)
let attributes: [NSAttributedStringKey: Any] = [.font: font]
let attributedString = NSAttributedString(string: string, attributes: attributes)
let largestSize = CGSize(width: bounds.width, height: .greatestFiniteMagnitude)
//Option one (best option)
let framesetter = CTFramesetterCreateWithAttributedString(attributedString)
let textSize = CTFramesetterSuggestFrameSizeWithConstraints(framesetter, CFRange(), nil, largestSize, nil)
//Option two
let textSize = (string as NSString).boundingRect(with: largestSize, options: [.usesLineFragmentOrigin , .usesFontLeading], attributes: attributes, context: nil).size
//Option three
let textSize = attributedString.boundingRect(with: largestSize, options: [.usesLineFragmentOrigin , .usesFontLeading], context: nil).size
Measuring the text with the CTFramesetter works best as it provides integer sizes and handles emoji's and other unicode characters well.
I didn't have luck with any of these suggestions. My string contained unicode bullet points and I suspect they were causing grief in the calculation. I noticed UITextView was handling the drawing fine, so I looked to that to leverage its calculation. I did the following, which is probably not as optimal as the NSString drawing methods, but at least it's accurate. It's also slightly more optimal than initialising a UITextView just to call -sizeThatFits:.
NSTextContainer *textContainer = [[NSTextContainer alloc] initWithSize:CGSizeMake(width, CGFLOAT_MAX)];
NSLayoutManager *layoutManager = [[NSLayoutManager alloc] init];
[layoutManager addTextContainer:textContainer];
NSTextStorage *textStorage = [[NSTextStorage alloc] initWithAttributedString:formattedString];
[textStorage addLayoutManager:layoutManager];
const CGFloat formattedStringHeight = ceilf([layoutManager usedRectForTextContainer:textContainer].size.height);
Turns out that EVERY part of an NSAttributedString must have a dictionary set with at least NSFontAttributeName and NSForegroundColorAttributeName set, if you wish boundingRectWithSize to actually work!
I don't see that documented anywhere.
In case you'd like to get bounding box by truncating the tail, this question can help you out.
CGFloat maxTitleWidth = 200;
NSMutableParagraphStyle *paragraph = [[NSMutableParagraphStyle alloc] init];
paragraph.lineBreakMode = NSLineBreakByTruncatingTail;
NSDictionary *attributes = #{NSFontAttributeName : self.textLabel.font,
NSParagraphStyleAttributeName: paragraph};
CGRect box = [self.textLabel.text
boundingRectWithSize:CGSizeMake(maxTitleWidth, CGFLOAT_MAX)
options:(NSStringDrawingUsesLineFragmentOrigin | NSStringDrawingUsesFontLeading)
attributes:attributes context:nil];
I've found that the preferred solution does not handle line breaks.
I've found this approach works in all cases:
UILabel* dummyLabel = [UILabel new];
[dummyLabel setFrame:CGRectMake(0, 0, desiredWidth, CGFLOAT_MAX)];
dummyLabel.numberOfLines = 0;
[dummyLabel setLineBreakMode:NSLineBreakByWordWrapping];
dummyLabel.attributedText = myString;
[dummyLabel sizeToFit];
CGSize requiredSize = dummyLabel.frame.size;
#warrenm Sorry to say that framesetter method didn't work for me.
I got this.This function can help us to determine the frame size needed for a string range of an NSAttributedString in iphone/Ipad SDK for a given Width :
It can be used for a dynamic height of UITableView Cells
- (CGSize)frameSizeForAttributedString:(NSAttributedString *)attributedString
{
CTTypesetterRef typesetter = CTTypesetterCreateWithAttributedString((CFAttributedStringRef)attributedString);
CGFloat width = YOUR_FIXED_WIDTH;
CFIndex offset = 0, length;
CGFloat y = 0;
do {
length = CTTypesetterSuggestLineBreak(typesetter, offset, width);
CTLineRef line = CTTypesetterCreateLine(typesetter, CFRangeMake(offset, length));
CGFloat ascent, descent, leading;
CTLineGetTypographicBounds(line, &ascent, &descent, &leading);
CFRelease(line);
offset += length;
y += ascent + descent + leading;
} while (offset < [attributedString length]);
CFRelease(typesetter);
return CGSizeMake(width, ceil(y));
}
Thanks to HADDAD ISSA >>> http://haddadissa.blogspot.in/2010/09/compute-needed-heigh-for-fixed-width-of.html
I have had the same problem with not getting an accurate size using these techniques and I've changed my approach to make it work.
I have a long attributed string which I've been trying to fit into a scroll view so that it shows properly without being truncated. What I did to make the text work reliably was to not set the height at all as a constraint and instead allowed the intrinsic size to take over. Now the text is displayed correctly without being truncated and I do not have to calculate the height.
I suppose if I did need to get the height reliably I would create a view which is hidden and these constraints and get the height of the frame once the constraints are applied.
Update July 2022
After many more trial and error and getting feedback from other answers, specifically the ones pointing out to use NSString.DrawingOptions.usesDeviceMetrics, I found out that this option is definitely a game changer, though is not enough on itself.
Using .deviceMetrics returns the correct height, but it won't fit properly on a UILabel nor on a NSTextField on some cases.
The only way I was able to make it fit on all cases was using a CATextLayer. Which is available for both iOS and macOS.
Example
let attributedString = NSAttributedString(string: "my string")
let maxWidth = CGFloat(300)
let size = attributedString.boundingRect(
with: .init(width: maxWidth,
height: .greatestFiniteMagnitude),
options: [
.usesFontLeading,
.usesLineFragmentOrigin,
.usesDeviceMetrics])
let textLayer = CATextLayer()
textLayer.frame = .init(origin: .zero, size: size)
textLayer.contentsScale = 2 // for retina
textLayer.isWrapped = true // for multiple lines
textLayer.string = attributedString
Then you can add the CATextLayer to any NSView/UIView.
macOS
let view = NSView()
view.wantsLayer = true
view.layer?.addSublayer(textLayer)
iOS
let view = UIView()
view.layer.addSublayer(textLayer)
Original answer February 2021
Many of the answers here are great, David Rees summarises the options nicely.
But sometimes when there are special characters or multiple white spaces the size seemed to always be wrong.
Example of a not working string (for me):
"hello . . world"
What I found out is that setting the kern of the NSAttributedString to 1 helps returning the right size.
Like this:
NSAttributedString(
string: "some string",
attributes: [
.font: NSFont.preferredFont(forTextStyle: .body),
.kern: 1])
Im a little late to the game - but I have been trying to figure out a way that works to find the bounding box that will fit around an attributed string to make a focus ring like editing a file in Finder does. everything I had tried failed when there are spaces at the end of the string or multiple spaces inside the string. boundingRectWithSize fails miserably for this as well as CTFramesetterCreateWithAttributedString.
Using a NSLayoutManager the following code seems to do the trick in all the cases I have found so far and returns a rect that perfectly bounds the string. Bonus: if you select the text the edges of the selection go right up to the bounds of the rect returned. The code below uses the layoutManager from a NSTextView.
NSLayoutManager* layout = [self layoutManager];
NSTextContainer* container = [self textContainer];
CGRect focusRingFrame = [layout boundingRectForGlyphRange:NSMakeRange(0, [[self textStorage] length]) inTextContainer:container];
textView.textContainerInset = UIEdgeInsetsZero;
NSString *string = #"Some string";
NSDictionary *attributes = #{NSFontAttributeName:[UIFont systemFontOfSize:12.0f], NSForegroundColorAttributeName:[UIColor blackColor]};
NSAttributedString *attributedString = [[NSAttributedString alloc] initWithString:string attributes:attributes];
[textView setAttributedText:attributedString];
CGRect textViewFrame = [textView.attributedText boundingRectWithSize:CGSizeMake(CGRectGetWidth(self.view.frame)-8.0f, 9999.0f) options:(NSStringDrawingUsesLineFragmentOrigin|NSStringDrawingUsesFontLeading) context:nil];
NSLog(#"%f", ceilf(textViewFrame.size.height));
Works on all fonts perfectly!
I had the same problem, but I recognised that height constrained has been set correctly. So I did the following:
-(CGSize)MaxHeighForTextInRow:(NSString *)RowText width:(float)UITextviewWidth {
CGSize constrainedSize = CGSizeMake(UITextviewWidth, CGFLOAT_MAX);
NSDictionary *attributesDictionary = [NSDictionary dictionaryWithObjectsAndKeys:
[UIFont fontWithName:#"HelveticaNeue" size:11.0], NSFontAttributeName,
nil];
NSMutableAttributedString *string = [[NSMutableAttributedString alloc] initWithString:RowText attributes:attributesDictionary];
CGRect requiredHeight = [string boundingRectWithSize:constrainedSize options:NSStringDrawingUsesLineFragmentOrigin context:nil];
if (requiredHeight.size.width > UITextviewWidth) {
requiredHeight = CGRectMake(0, 0, UITextviewWidth, requiredHeight.size.height);
}
return requiredHeight.size;
}
NSDictionary *stringAttributes = [NSDictionary dictionaryWithObjectsAndKeys:
[UIFont systemFontOfSize:18], NSFontAttributeName,
[UIColor blackColor], NSForegroundColorAttributeName,
nil];
NSAttributedString *attributedString = [[NSAttributedString alloc] initWithString:myLabel.text attributes:stringAttributes];
myLabel.attributedText = attributedString; //this is the key!
CGSize maximumLabelSize = CGSizeMake (screenRect.size.width - 40, CGFLOAT_MAX);
CGRect newRect = [myLabel.text boundingRectWithSize:maximumLabelSize
options:(NSStringDrawingUsesLineFragmentOrigin|NSStringDrawingUsesFontLeading)
attributes:stringAttributes context:nil];
self.myLabelHeightConstraint.constant = ceilf(newRect.size.height);
I tried everything on this page and still had one case for a UILabel that was not formatting correctly. Actually setting the attributedText on the label finally fixed the problem.
Add Following methods in ur code for getting correct size of attribute string
1.
- (CGFloat)findHeightForText:(NSAttributedString *)text havingWidth:(CGFloat)widthValue andFont:(UIFont *)font
{
UITextView *textView = [[UITextView alloc] init];
[textView setAttributedText:text];
[textView setFont:font];
CGSize size = [textView sizeThatFits:CGSizeMake(widthValue, FLT_MAX)];
return size.height;
}
2. Call on heightForRowAtIndexPath method
int h = [self findHeightForText:attrString havingWidth:yourScreenWidth andFont:urFont];
One thing I was noticing is that the rect that would come back from (CGRect)boundingRectWithSize:(CGSize)size options:(NSStringDrawingOptions)options attributes:(NSDictionary *)attributes context:(NSStringDrawingContext *)context would have a larger width than what I passed in. When this happened my string would be truncated. I resolved it like this:
NSString *aLongString = ...
NSInteger width = //some width;
UIFont *font = //your font;
CGRect rect = [aLongString boundingRectWithSize:CGSizeMake(width, CGFLOAT_MAX)
options:(NSStringDrawingUsesFontLeading | NSStringDrawingUsesLineFragmentOrigin)
attributes:#{ NSFontAttributeName : font,
NSForegroundColorAttributeName : [UIColor whiteColor]}
context:nil];
if(rect.size.width > width)
{
return rect.size.height + font.lineHeight;
}
return rect.size.height;
For some more context; I had multi line text and I was trying to find the right height to display it in. boundRectWithSize was sometimes returning a width larger than what I would specify, thus when I used my past in width and the calculated height to display my text, it would truncate. From testing when boundingRectWithSize used the wrong width the amount it would make the height short by was 1 line. So I would check if the width was greater and if so add the font's lineHeight to provide enough space to avoid truncation.
NSAttributedString *attributedText =[[[NSAttributedString alloc]
initWithString:joyMeComment.content
attributes:#{ NSFontAttributeName: [UIFont systemFontOfSize:TextFont]}] autorelease];
CGRect paragraphRect =
[attributedText boundingRectWithSize:CGSizeMake(kWith, CGFLOAT_MAX)
options:(NSStringDrawingUsesLineFragmentOrigin|NSStringDrawingUsesFontLeading)
context:nil];
contentSize = paragraphRect.size;
contentSize.size.height+=10;
label.frame=contentSize;
if label's frame not add 10 this method will never work! hope this can help you! goog luck.
I'd like to add my thoughts since I had exactly the same problem.
I was using UITextView since it had nicer text alignment (justify, which at the time was not available in UILabel), but in order to "simulate" non-interactive-non-scrollable UILabel, I'd switch off completely scrolling, bouncing, and user interaction.
Of course, problem was that text was dynamic, and while width would be fixed, height should be recalculated every time I'd set new text value.
boundingRectWithSize didn't work well for me at all, from what I could see, UITextView was adding some margin on top which boundingRectWithSize would not get into a count, hence, height retrieved from boundingRectWithSize was smaller than it should be.
Since text was not to be updated rapidly, it's just used for some information that may update every 2-3 seconds the most, I've decided following approach:
/* This f is nested in a custom UIView-inherited class that is built using xib file */
-(void) setTextAndAutoSize:(NSString*)text inTextView:(UITextView*)tv
{
CGFloat msgWidth = tv.frame.size.width; // get target's width
// Make "test" UITextView to calculate correct size
UITextView *temp = [[UITextView alloc] initWithFrame:CGRectMake(0, 0, msgWidth, 300)]; // we set some height, really doesn't matter, just put some value like this one.
// Set all font and text related parameters to be exact as the ones in targeted text view
[temp setFont:tv.font];
[temp setTextAlignment:tv.textAlignment];
[temp setTextColor:tv.textColor];
[temp setText:text];
// Ask for size that fits :P
CGSize tv_size = [temp sizeThatFits:CGSizeMake(msgWidth, 300)];
// kill this "test" UITextView, it's purpose is over
[temp release];
temp = nil;
// apply calculated size. if calcualted width differs, I choose to ignore it anyway and use only height because I want to have width absolutely fixed to designed value
tv.frame = CGRectMake(tv.frame.origin.x, tv.frame.origin.y, msgWidth, tv_size.height );
}
*Above code is not directly copied from my source, I had to adjust it / clear it from bunch of other stuff not needed for this article. Don't take it for copy-paste-and-it-will-work-code.
Obvious disadvantage is that it has alloc and release, for each call.
But, advantage is that you avoid depending on compatibility between how boundingRectWithSize draws text and calculates it's size and implementation of text drawing in UITextView (or UILabel which also you can use just replace UITextView with UILabel). Any "bugs" that Apple may have are this way avoided.
P.S. It would seem that you shouldn't need this "temp" UITextView and can just ask sizeThatFits directly from target, however that didn't work for me. Though logic would say it should work and alloc/release of temporary UITextView are not needed, it did not. But this solution worked flawlessly for any text I would set in.
Ok so I spent lots of time debugging this. I found out that the maximum text height as defined by boundingRectWithSize allowed to display text by my UITextView was lower than the frame size.
In my case the frame is at most 140pt but the UITextView tolerate texts at most 131pt.
I had to figure that out manually and hardcode the "real" maximum height.
Here is my solution:
- (BOOL)textView:(UITextView *)textView shouldChangeTextInRange:(NSRange)range replacementText:(NSString *)text {
NSString *proposedText = [textView.text stringByReplacingCharactersInRange:range withString:text];
NSMutableAttributedString *attributedText = [[NSMutableAttributedString alloc] initWithString:proposedText];
CGRect boundingRect;
CGFloat maxFontSize = 100;
CGFloat minFontSize = 30;
CGFloat fontSize = maxFontSize + 1;
BOOL fit;
NSLog(#"Trying text: \"%#\"", proposedText);
do {
fontSize -= 1;
//XXX Seems like trailing whitespaces count for 0. find a workaround
[attributedText addAttribute:NSFontAttributeName value:[textView.font fontWithSize:fontSize] range:NSMakeRange(0, attributedText.length)];
CGFloat padding = textView.textContainer.lineFragmentPadding;
CGSize boundingSize = CGSizeMake(textView.frame.size.width - padding * 2, CGFLOAT_MAX);
boundingRect = [attributedText boundingRectWithSize:boundingSize options:NSStringDrawingUsesLineFragmentOrigin|NSStringDrawingUsesFontLeading context:nil];
NSLog(#"bounding rect for font %f is %#; (max is %f %f). Padding: %f", fontSize, NSStringFromCGRect(boundingRect), textView.frame.size.width, 148.0, padding);
fit = boundingRect.size.height <= 131;
} while (!fit && fontSize > minFontSize);
if (fit) {
self.textView.font = [self.textView.font fontWithSize:fontSize];
NSLog(#"Fit!");
} else {
NSLog(#"No fit");
}
return fit;
}
Encountered exactly same issue.
To me, the issue is solved by TTTAttributedLabel's
+ (CGSize)sizeThatFitsAttributedString:(NSAttributedString *)attributedString
withConstraints:(CGSize)size
limitedToNumberOfLines:(NSUInteger)numberOfLines
method, as it provide accurate result.
I had issues calculating the height of an NSTextField. Any method I tried was always returning values that were too small.
For me the problem turned out to be that, for some reason, NSTextField's attributedStringValue property never contained any of the attributes that I set via Interface Builder. It actually contained no attributes at all if I didn't set an attributed string programmatically. Not even a font. That is why all of the height calculations were botched.
To get it to work, I created a Category for NSTextField which implements a custom function for getting the correct attributed string.
Here's the implementation file for that Category:
//
// --------------------------------------------------------------------------
// NSTextField+Additions.m
// Created for Mac Mouse Fix (https://github.com/noah-nuebling/mac-mouse-fix)
// Created by Noah Nuebling in 2021
// Licensed under MIT
// --------------------------------------------------------------------------
//
#import "NSTextField+Additions.h"
#implementation NSTextField (Additions)
// Copy paste template for adding attributes to an attributed string. Contains all possible attributes
// [str addAttributes:#{
// NSFontAttributeName: NSNull.null,
// NSParagraphStyleAttributeName: NSNull.null,
// NSForegroundColorAttributeName: NSNull.null,
// NSBackgroundColorAttributeName: NSNull.null,
// NSLigatureAttributeName: NSNull.null,
// NSKernAttributeName: NSNull.null,
// NSStrikethroughStyleAttributeName: NSNull.null,
// NSUnderlineStyleAttributeName: NSNull.null,
// NSStrokeColorAttributeName: NSNull.null,
// NSStrokeWidthAttributeName: NSNull.null,
// NSShadowAttributeName: NSNull.null,
// NSTextEffectAttributeName: NSNull.null,
// NSAttachmentAttributeName: NSNull.null,
// NSLinkAttributeName: NSNull.null,
// NSBaselineOffsetAttributeName: NSNull.null,
// NSUnderlineColorAttributeName: NSNull.null,
// NSStrikethroughColorAttributeName: NSNull.null,
// NSObliquenessAttributeName: NSNull.null,
// NSExpansionAttributeName: NSNull.null,
// NSWritingDirectionAttributeName: NSNull.null,
// NSVerticalGlyphFormAttributeName: NSNull.null,
// } range:NSMakeRange(0, str.length)];
/// In my testing NSTextField.attributedStringValue actually returned a string without _any_ attributes. Not even a font or anything.
/// This lead to issues when trying to calculate the fitting height for a certain width of the NSTextField.
/// This function takes some of the properties of the NSTextField and returns an NSAttributed string based on those.
/// I'm not sure this is perfect, but the returned attributed string describes the way that the text of the NSTextField is rendered close enough to be usable for my height calculations
- (NSAttributedString *)effectiveAttributedStringValue {
NSMutableAttributedString *str = self.attributedStringValue.mutableCopy;
// Create paragraph style from NSTextField properties
// Not sure if we're setting these properties correctly, and there could be more properties we should be setting
NSMutableParagraphStyle *paragraphStyle = [[NSMutableParagraphStyle alloc] init];
paragraphStyle.alignment = self.alignment;
paragraphStyle.baseWritingDirection = self.baseWritingDirection;
paragraphStyle.lineBreakMode = self.lineBreakMode;
paragraphStyle.allowsDefaultTighteningForTruncation = self.allowsDefaultTighteningForTruncation;
if (#available(macOS 10.15, *)) paragraphStyle.lineBreakStrategy = self.lineBreakStrategy;
// Add attributes to AttributedString based on NSTextField properties
[str addAttributes:#{
NSFontAttributeName: self.font,
NSParagraphStyleAttributeName: paragraphStyle,
NSForegroundColorAttributeName: self.textColor,
NSBackgroundColorAttributeName: self.backgroundColor,
// NSLigatureAttributeName: NSNull.null,
// NSKernAttributeName: NSNull.null,
// NSStrikethroughStyleAttributeName: NSNull.null,
// NSUnderlineStyleAttributeName: NSNull.null,
// NSStrokeColorAttributeName: NSNull.null,
// NSStrokeWidthAttributeName: NSNull.null,
// NSShadowAttributeName: NSNull.null, //self.shadow,
// NSTextEffectAttributeName: NSNull.null,
// NSAttachmentAttributeName: NSNull.null,
// NSLinkAttributeName: NSNull.null,
// NSBaselineOffsetAttributeName: NSNull.null, //self.baselineOffsetFromBottom,
// NSUnderlineColorAttributeName: NSNull.null,
// NSStrikethroughColorAttributeName: NSNull.null,
// NSObliquenessAttributeName: NSNull.null,
// NSExpansionAttributeName: NSNull.null,
// NSWritingDirectionAttributeName: NSNull.null, //self.baseWritingDirection,
// NSVerticalGlyphFormAttributeName: NSNull.null,
} range:NSMakeRange(0, str.length)];
// return NSAttributedString
return str;
}
#end
Random Sidenotes
Some of the issues I've read about people having with UILabel in this thread sound a lot like they might be related.
I eventually decided to use NSTextView over NSTextField because its methods for obtaining the attributed string work out of the box, and using NSTextField for clickable links was completely botched as well. I'm under the impression that NSTextField is just a buggy mess that you should avoid beyond the most basic of use-cases.
I was having issues sometimes calculating some heights with boundingRect, specially with paragraphs and break lines. Adding .usesDeviceMetrics as a parameter did the trick. Now seems to work fine in all cases.
extension NSAttributedString {
func heightWithWidth(_ width: CGFloat) -> CGFloat {
let constraints = CGSize(width: width, height: .infinity)
let bounding = self.boundingRect(with: constraints, options: [.usesLineFragmentOrigin, .usesFontLeading, .usesDeviceMetrics], context: nil)
return bounding.height
}
}

Custom MKOverlayView/unmodified MKPolygonView is clipped at certain zoom levels

I'm having an issue with both a custom MKOverlayView and standard MKPolygonView being clipped at certain zoom levels when there are multiple overlays added to a map.
The overlay of Algeria at two double tap zoom level.
The overlay of Algeria at three double tap zoom level. Note the clipping.
A few observations:
This occurs regardless of whether or not I use a custom MKOverlayView or return an MKPolygonView with the same polygons.
If I only draw one overlay, this problem does not occur.
This does not occur for all overlays - only some.
As far as code goes: this adds the overlay to an NSMutableArray (borderOverlays), which is then accessed elsewhere to load the overlay for a specific country ID. minX/minY/maxX/maxY are latitude/longitude values; polygon is a path constructed from an ESRI shapefile.
CLLocationCoordinate2D mbrMin = CLLocationCoordinate2DMake(minY, minX);
CLLocationCoordinate2D mbrMax = CLLocationCoordinate2DMake(maxY, maxX);
MKMapPoint minPoint = MKMapPointForCoordinate(mbrMin);
MKMapPoint maxPoint = MKMapPointForCoordinate(mbrMax);
MKMapSize size = MKMapSizeMake(maxPoint.x - minPoint.x, maxPoint.y - minPoint.y);
MKMapRect rect = MKMapRectMake(minPoint.x, minPoint.y, size.width, size.height);
if ( spans180 ) {
rect = MKMapRectMake(minPoint.x, minPoint.y, MKMapSizeWorld.width * 2, size.height);
}
CustomMKOverlay* overlay = [[CustomMKOverlay alloc] initWithPolygon:polygon withBoundingMapRect:rect];
[borderOverlays addObject:overlay];
The overlay is added to the map via:
[mapView addOverlay:overlay];
viewForOverlay:
- (MKOverlayView *)mapView:(MKMapView*)aMapView viewForOverlay:(id<MKOverlay>)overlay
{
if ( [overlay isKindOfClass:[CustomMKOverlay class]] ) {
/* Note: the behaviour if this chunk is not commented is the exact same as below.
CustomMKOverlayView* overlayView = [[[CustomMKOverlayView alloc] initWithOverlay:overlay withMapView:aMapView] autorelease];
[borderViews addObject:overlayView];
return overlayView; */
MKPolygonView* view = [[[MKPolygonView alloc] initWithPolygon:((CustomMKOverlay*)overlay).polygon] autorelease];
view.fillColor = [((CustomMKOverlay*)overlay).colour colorWithAlphaComponent:0.5f];
view.lineWidth = 5.0f;
view.strokeColor = [UIColor blackColor];
[borderViews addObject:view];
return view;
}
}
When MKPolygonView is used, there is no drawing code (the example shown). For completion's sake, though, here's my custom drawing code, and the same issue occurs. The outlines normally draw - this is actually debugging drawing, which draws a rect around the boundingMapRect of the overlay and fills it without mucking around with the outlines.
- (void)drawMapRect:(MKMapRect)mapRect zoomScale:(MKZoomScale)zoomScale inContext:(CGContextRef)context
{
CustomMKOverlay* overlay = (CustomMKOverlay*)self.overlay;
CGRect clipRect = [self rectForMapRect:overlay.boundingMapRect];
CGContextAddRect(context, clipRect);
CGContextClip(context);
UIColor* colour = [UIColor redColor];
colour = [colour colorWithAlphaComponent:0.5f];
CGContextSetFillColorWithColor(context, [colour CGColor]);
CGRect fillRect = [self rectForMapRect:overlay.boundingMapRect];
CGContextFillRect(context, fillRect);
}
Suffice to say, I'm a bit stumped at this point - it's almost as if the zoomed tiled that's being loaded draws over the overlay. I've poured over various examples regarding TileMap and HazardMap, but as I am not loading my own map tiles, they're not very helpful.
I'm probably missing something painfully obvious. Any help would be appreciated. I'm happy to provide more code/context if necessary.
It would appear that the culprit is:
CLLocationCoordinate2D mbrMin = CLLocationCoordinate2DMake(minY, minX);
CLLocationCoordinate2D mbrMax = CLLocationCoordinate2DMake(maxY, maxX);
Bounding rectangles for MKOverlays apparently need to be based on the northwest/southeast coordinates of the bounding region, and not southwest/northeast (which is the format the ESRI shapefile stores its bounding coordinates in). Changing the offending code to:
CLLocationCoordinate2D mbrMin = CLLocationCoordinate2DMake(maxY, minX);
CLLocationCoordinate2D mbrMax = CLLocationCoordinate2DMake(minY, maxX);
Appears to resolve all issues with zooming and strange outline anomalies. I hope this helps anyone who comes across this problem in the future (and I'd like to hear about it if it doesn't, since this solution works a treat for me).
Also: if anyone can point to any documentation that states this, I'd like to see it.

UISegmentedControl with Bezeled Style uncenters titles on Device

for clarification I'll just add 2 overlaid Screenshots, one in Interface Builder, the other on the device.
The lower UISegmentedControl is fresh out of the library with no properties edited, still it looks different on the Device (in this case a non-Retina iPad, though the problem is the same for Retina-iPhone) (Sorry for the quick and dirty photoshopping)
Any ideas?
EDIT: I obviously tried the "alignment" under "Control" in the Utilities-Tab in Interface Builder. Unfortunately none of the settings changed anything for the titles in the UISegment. I don't think they should as they are not changing titles in Interface Builder either.
EDIT2: Programmatically setting:
eyeSeg.contentHorizontalAlignment = UIControlContentHorizontalAlignmentCenter;
doesn't make a difference either.
Found the Problem "UISegmentedControlStyleBezeled is deprecated. Please use a different style."
See also what-should-i-use-instead-of-the-deprecated-uisegmentedcontrolstylebezeled-in-io
Hmm...have you checked the alignment? Maybe that's the case.
You can recursively search the subviews of the UISegmentedControl view for each of the UILabels in the segmented control and then change the properties of each UILabel including the textAlignment property as I've shown in a sample of my code. Credit to Primc's post in response to Change font size of UISegmented Control for suggesting this general approach to customizing the UILabels of a UISegmentedControl. I had been using this code with the UISegmentedControlStyleBezeled style by the way even after it was deprecated although I have recently switched to UISegmentedControlStyleBar with an adjusted frame height.
- (void)viewDidLoad {
[super viewDidLoad];
// Adjust the segment widths to fit the text. (Will need to calculate widths if localized text is ever used.)
[aspirationControl setWidth:66 forSegmentAtIndex:0]; // Navel Lint Collector
[aspirationControl setWidth:48 forSegmentAtIndex:1]; // Deep Thinker
[aspirationControl setWidth:49 forSegmentAtIndex:2]; // Mental Wizard
[aspirationControl setWidth:64 forSegmentAtIndex:3]; // Brilliant Professor
[aspirationControl setWidth:58 forSegmentAtIndex:4]; // Nobel Laureate
// Reduce the font size of the segmented aspiration control
[self adjustSegmentText:aspirationControl];
}
- (void)adjustSegmentText:(UIView*)view {
// A recursively called method for finding the subviews containing the segment text and adjusting frame size, text justification, word wrap and font size
NSArray *views = [view subviews];
int numSubviews = views.count;
for (int i=0; i<numSubviews; i++) {
UIView *thisView = [views objectAtIndex:i];
// Typecast thisView to see if it is a UILabel from one of the segment controls
UILabel *tmpLabel = (UILabel *) thisView;
if ([tmpLabel respondsToSelector:#selector(text)]) {
// Enlarge frame. Segments are set wider and narrower to accomodate the text.
CGRect segmentFrame = [tmpLabel frame];
// The following origin values were necessary to avoid text movement upon making an initial selection but became unnecessary after switching to a bar style segmented control
// segmentFrame.origin.x = 1;
// segmentFrame.origin.y = -1;
segmentFrame.size.height = 40;
// Frame widths are set equal to 2 points less than segment widths set in viewDidLoad
if ([[tmpLabel text] isEqualToString:#"Navel Lint Collector"]) {
segmentFrame.size.width = 64;
}
else if([[tmpLabel text] isEqualToString:#"Deep Thinker"]) {
segmentFrame.size.width = 46;
}
else if([[tmpLabel text] isEqualToString:#"Mental Wizard"]) {
segmentFrame.size.width = 47;
}
else if([[tmpLabel text] isEqualToString:#"Brilliant Professor"]) {
segmentFrame.size.width = 62;
}
else {
// #"Nobel Laureate"
segmentFrame.size.width = 56;
}
[tmpLabel setFrame:segmentFrame];
[tmpLabel setNumberOfLines:0]; // Change from the default of 1 line to 0 meaning use as many lines as needed
[tmpLabel setTextAlignment:UITextAlignmentCenter];
[tmpLabel setFont:[UIFont boldSystemFontOfSize:12]];
[tmpLabel setLineBreakMode:UILineBreakModeWordWrap];
}
if (thisView.subviews.count) {
[self adjustSegmentText:thisView];
}
}
}
The segmented control label text has an ugly appearance in IB but comes out perfectly centered and wrapped across 2 lines on the device and in the simulator using the above code.

Changing the fill to a already drawn NSBezierPath

I'd like to change the fill of a button that I've drawn (I subclassed NSButton)
Here's the code I've got already:
- (void)drawRect:(NSRect)dirtyRect {
// Drawing code here.
// Create the Gradient
NSGradient *fillGradient = [[NSGradient alloc] initWithStartingColor:[NSColor lightGrayColor] endingColor:[NSColor darkGrayColor]];
// Create the path
aPath = [NSBezierPath bezierPath];
[aPath moveToPoint:NSMakePoint(10.0, 0.0)];
[aPath lineToPoint:NSMakePoint(85.0, 0.0)];
[aPath lineToPoint:NSMakePoint(85.0, 20.0)];
[aPath lineToPoint:NSMakePoint(10.0, 20.0)];
[aPath lineToPoint:NSMakePoint(0.0, 10.0)];
[aPath lineToPoint:NSMakePoint(10.0, 0.0)];
[fillGradient drawInBezierPath:aPath angle:90.0];
[fillGradient release];
}
- (void)mouseDown:(NSEvent *)theEvent {
NSGradient *fillGradient = [[NSGradient alloc] initWithStartingColor:[NSColor lightGrayColor] endingColor:[NSColor darkGrayColor]];
[fillGradient drawInBezierPath:aPath angle:-90.0];
}
and I get a EXC_BAD_ACCESS signal. How would I do this ?
The reason for the EXC_BAD_ACCESS is that the following line:
aPath = [NSBezierPath bezierPath];
creates an autoreleased bezierPath which will be released at the end of the current iteration of the run loop. To avoid the error, you'd need to change it to:
aPath = [[NSBezierPath bezierPath] retain];
However, you're approaching the problem from the wrong direction. Drawing should only be done in the -drawRect: method (or methods which are only called from -drawRect:). Instead of trying to draw in your mouseDown: method, you should create a new BOOL instance variable for your class (called, for instance, mouseIsDown) and set that in mouseDown:. Then use that boolean to determine how to fill the button:
- (void)drawRect:(NSRect)aRect {
NSGradient *fillGradient = nil;
if (mouseIsDown)
fillGradient = [[NSGradient alloc] initWithStartingColor:[NSColor lightGrayColor] endingColor:[NSColor darkGrayColor]];
else
fillGradient = [[NSGradient alloc] initWithStartingColor:[NSColor lightGrayColor] endingColor:[NSColor darkGrayColor]];
// Do the rest of your drawRect method
}
- (void)mouseDown:(NSEvent *)theEvent {
mouseIsDown = YES;
[self setNeedsDisplay:YES];
}
- (void)mouseUp:(NSEvent *)theEvent {
mouseIsDown = NO;
[self setNeedsDisplay:YES];
}
This isn't directly related to your question, but your question's title belies a false assumption that I want to address.
Changing the fill to a already drawn NSBezierPath
That's not possible.
In Cocoa, “fill” is a verb, not a property of an object like it is in Illustrator or Lineform. You do not set the fill of a path, nor change it later; you fill the path, and what you change by this is pixels in some unseen backing store. The real-world analogy would be setting up splines on a flat pane of glass, then filling the area bounded by the splines with paint and letting it dry. The “fill” is not a property of the splines; it's the act of pouring paint into the shape they define.
As with the analogy, you cannot remove or alter a fill you have previously done—the paint is stuck to the glass; there's no getting it off*. The only way to accomplish that effect is to re-do the fill with some other color. You can move the splines (create a new path) or add splines (add an intersecting subpath to the existing path) before filling, if you want to only change part of the existing drawing.
All of that applies to all drawing operations, including stroking paths and drawing raster images. Text drawing, too, as that's just another case of filling and/or stroking a path.
*OK, you probably could remove real paint from real glass, either chemically or by scraping. No analogy is perfect. ☺
Retain aPath after you create it, since it will have been autoreleased by the time the mouseDown: message is sent. Just make sure to release it in your class's dealloc or wherever else that it would be appropriate.
Edit:
Refer to Matt Ball's answer instead.