how to customize the input of drawRect - objective-c

Here's my drawRect code:
- (void)drawRect:(CGRect)rect {
if (currentLayer) {
[currentLayer removeFromSuperlayer];
}
if (currentPath) {
currentLayer = [[CAShapeLayer alloc] init];
currentLayer.frame = self.bounds;
currentLayer.path = currentPath.CGPath;
if ([SettingsManager shared].isColorInverted) {
currentLayer.strokeColor = [UIColor blackColor].CGColor;
} else {
currentLayer.strokeColor = [UIColor whiteColor].CGColor;
}
currentLayer.strokeColor = _strokeColorX.CGColor;
currentLayer.fillColor = [UIColor clearColor].CGColor;
currentLayer.lineWidth = self.test;
currentLayer.contentsGravity = kCAGravityCenter;
[self.layer addSublayer:currentLayer];
//currentLayer.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame));
}
//[currentPath stroke];
}
"The portion of the view’s bounds that needs to be updated"
That's from the apple dev docs.
I am dealing with a UIView and a device called a slate -the slate has the ability to record pencil drawings to my iOS app. I managed to get it working on the entire view. But, I dont want the entire view to be filled with the slate input. Instead, I'd like to modify the UIView to have a height of phonesize - 40px; Makes sense?

I found out if I set the frame that I have as currentLayer to new bounds the screen that can be drawn on is resized accordingly.

I think you’re mixing up the meaning of the various rectangles in UIView. The drawRect parameter designates a partial section of the view that needs to be redrawn. This can be that you called setNeedsDisplay(rect), or this can be because iOS thinks it needs to be redrawn (e.g. because your app‘s drawings were ignored because the screen was locked, and now the user unlocked the screen and current drawings are needed).
This rectangle has nothing to do with the size at which your contents are drawn. The size of the area your view is drawn in is controlled by its frame and bounds, the former of which is usually controlled using Auto Layout (i.e. layout constraint objects).
In general, while in drawRect, you look at the bounds of your view to get the full rectangle to draw in. The parameter to drawRect, on the other hand, is there to allow you to optimize your drawing to only redraw the parts that actually changed.
Also, it is in general a bad idea to manipulate the view and layer hierarchies from inside drawRect. The UIView drawing mechanism expects you to only draw your current view‘s state in there. Since it recursively walks the list of views and subviews to call drawRect, you changing the list of views or layers can cause weird side effects like views being skipped until the next redraw.
Create and add new layers in your state-changing methods or event handling methods, and position them using auto layout or from inside layoutSubviews.

Related

Drag And Swap Two UIScrollViews (Hover & Swap Effect)

I am creating a photo editor in my app and working on a multiple picture layout option.
Currently when the user takes a picture, I display their image in UIImageView nested in a UIScrollView. The reason I nest it in a UIScrollView is so I can pan and zoom.
In the situation where the user selects duo layout mode, the app puts 2 images side by side (so 2 UIScrollViews).
If they hold a finger on one UIScrollView I want to raise the UIScrollView up a tad and give it a drop shadow.
I have a long way of doing this, but I was curious if there was anything in the native libraries that will let me automatically create this hover effect for dragging a view class.
Thanks
No, there isn't any preexisting functionality for this. You can add shadow and animate a "lift" motion yourself with something like this:
// define dragged somewhere as the UIView subclass of your choosing
dragged.layer.shadowColor = [UIColor blackColor].CGColor;
dragged.layer.shadowOffset = CGSizeMake(-2, 2);
dragged.layer.masksToBounds = NO;
dragged.layer.shadowRadius = 4;
dragged.layer.shadowOpacity = .7;
[UIView animateWithDuration:.2 delay:0
options:UIViewAnimationOptionCurveEaseInOut
animations:^{self.draggedPhoto.transform = CGAffineTransformMakeScale(1.2, 1.2);}
completion:nil];

iOS 8 custom view controller presentation: changing size of presented VC during animation

I'm writing an app with a series of cards in a table view, similar to the layout of the Google app for iOS when Google Now cards are enabled. When the user taps on a card, there should be a custom transition to a new view controller which is basically the card looking bigger, almost filling the screen, and it has more details on it. The custom transition itself should look like the card is animated upward and growing in size until it reaches its final size and position, which is now the new view controller holding the card.
I have been trying to approach this using a custom view controller transition. When the card is tapped, I initiate a custom view controller transition with UIModalPresentationCustom, and I set a transition delegate, which itself vends a custom animator and a custom UIPresentationController. In animateTransition:, I add the new view controller's view into the container view, setting the frame to the card's frame initially (so it looks like the card is still there and unchanged). Then I attempt to perform an animation where the presented view's frame grows in size and changes in position so that it moves into its final position.
Here's some of my code which does what I've described above - I'm trying to keep it short and sweet, but I can provide more info if needed:
Transition Delegate
-(void)animateTransition:(id<UIViewControllerContextTransitioning>)transitionContext {
// NOWAnimationDelegate is my own custom protocol which defines the method for asking the presenting VC for the tapped card's frame.
UIViewController<NOWAnimationDelegate> *fromVC = (UIViewController<NOWAnimationDelegate> *)[transitionContext viewControllerForKey:UITransitionContextFromViewControllerKey];
UIViewController *finalVC = [transitionContext viewControllerForKey:UITransitionContextToViewControllerKey];
UIView *toView = [transitionContext viewForKey:UITransitionContextToViewKey];
// Ask the presenting view controller for the frame of the tapped card - this method works.
toView.frame = [fromVC rectForSelectedCard];
[transitionContext.containerView addSubview:toView];
CGRect finalRect = [transitionContext finalFrameForViewController:finalVC];
[UIView animateWithDuration:[self transitionDuration:transitionContext] animations:^{
toView.frame = finalRect;
}completion:^(BOOL finished) {
[transitionContext completeTransition:YES];
}];
}
Custom UIPresentationController
-(CGSize)sizeForChildContentContainer:(id<UIContentContainer>)container withParentContainerSize:(CGSize)parentSize {
return CGSizeMake(0.875*parentSize.width, 0.875*parentSize.height);
}
-(CGRect)frameOfPresentedViewInContainerView {
CGRect presentedViewFrame = CGRectZero;
CGRect containerBounds = self.containerView.bounds;
presentedViewFrame.size = [self sizeForChildContentContainer:(UIView<UIContentContainer> *)self.presentedView withParentContainerSize:containerBounds.size];
presentedViewFrame.origin.x = (containerBounds.size.width - presentedViewFrame.size.width)/2;
presentedViewFrame.origin.y = (containerBounds.size.height - presentedViewFrame.size.height)/2 + 10;
return presentedViewFrame;
}
What I'm finding is happening is that the new view is being automatically set to its final size immediately at the start of the animation, and then the animation is just the new view animating upwards. Using breakpoints, I'm noticing that frameOfPresentedViewInContainerView is called during the [transitionContext.containerView addSubview:toView] call, which would probably explain why this is happening - frameOfPresentedViewInContainerView returns "The frame rectangle to assign to the presented view at the end of the animations" according to the UIPresentationController documentation.
However, I'm not sure how to proceed, or if it's even really possible. All the examples of custom view controller transitions I've seen have all had the final size of the presented view controller static and unchanging during the animation. Is there any way to perform a custom view controller transition with a changing size of the presented view during the animation, or do I have to approach this in a different way?
Basically what you need to do is animating your toView.transform using CGAffineTransform in your Transition Delegate. Steps to do:
Before animating set your toView.frame = your frame when it's not showing
Create, let's say, CGAffineTransformMakeScale to scale from hidden frame to your desired final presented frame
On animation block set toView.transform to the transform that you create on step 2
As Aditya mentions CGAffineTransform is the way to go here.
Ive got this working now with it maintaining the width:
CGFloat targetscale=initialHeight/finalHeight;
CGFloat targetyoffset=(finalHeight-(finalHeight*targetscale))/2;
int targety=roundf(initialPosition-targetyoffset);
CGAffineTransform move=CGAffineTransformMakeTranslation(0, targety);
CGAffineTransform scale=CGAffineTransformMakeScale(1,targetscale);
toView.transform=CGAffineTransformConcat(scale,move);
This positions the incoming view taking into account the determined scale and then performs both transforms concurrently so the view scales & moves to the final position and size.
You then just set
toView.transform=CGAffineTransformIdentity;
in the animation block and it'll scale to the final location and size.
Note, this only moves and scales in the vertical dimension but can be adapted to scale in all directions like so:
+(CGAffineTransform)transformView:(UIView*)view toTargetRect:(CGRect)rect{
CGFloat targetscale=rect.size.height/view.frame.size.height;
CGFloat targetxoffset=(view.frame.size.width-(view.frame.size.width*targetscale))/2;
int targetx=roundf(rect.origin.x-view.frame.origin.x-targetxoffset);
CGFloat targetyoffset=(view.frame.size.height-(view.frame.size.height*targetscale))/2;
int targety=roundf(rect.origin.y-view.frame.origin.y-targetyoffset);
CGAffineTransform move=CGAffineTransformMakeTranslation(targetx, targety);
CGAffineTransform scale=CGAffineTransformMakeScale(targetscale,targetscale);
return CGAffineTransformConcat(scale, move);
}
And don't forget to transform the cell's rect the global coordinate space so the start frame is correct for the whole window not just the cells position in the table.
CGRect cellRect=[_tableView rectForRowAtIndexPath:[_tableView indexPathForSelectedRow]];
cellRect=[self.tableView convertRect:cellRect toView:presenting.view];
hope this helps!
Apple provides a wwdc sample app 'LookInside', accompanying talk 228: 'A look inside presentation controllers'. It features 2 custom presentations, of which one animates the size of the presented view controller. A look inside that code should help you out ;)

Apply CALayer changes to UIView

I have a UIView. I applied the animation to its CALayer.
[view.layer addAnimation:groupAnimation forKey:name];
I want the final state of the layer to be the state of the UIView after the animation. Let's say I rotated by 45degrees and moved to a new position using the layer; is it possible for my view to be in that state after the animation? Because right now, after the animation, it goes back to the original state of the UIView. I hope to receive some help with this. Thanks.
The thing to understand is that layer animation is just animation; it's merely a kind of temporary "movie" covering the screen. When the animation ends, the "movie" is removed, thus revealing the true situation. It is up to you to match that situation with the final frame of the movie.
UIView animation does this for you, to a great extent. But layer animation leaves it entirely up to you.
Thus, let's say you animate a position change; doing something so that the layer or view actually is where you animated to is completely up to you.
The usual thing is to perform the changes yourself as a separate set of commands. But be careful not to do anything that might trigger implicit layer animation, as this will conflict with the animation you are trying to perform explicitly.
Here's example code (not related to yours, but it does show the general form):
CAAnimationGroup* group = // ...
// ... configure the animation ...
[view.layer addAnimation:group forKey:nil];
// now we are ready to set up the view to look like the final "frame" of the animation
[CATransaction setDisableActions:YES]; // do not trigger implicit animation by mistake
view.layer.position = finalPosition; // assume we have worked this out
When animating a CALayer or using a CAAnimationGroup, the following properties must be set, e.g.:
groupAnimation.removedOnCompletion = NO;
groupAnimation.fillMode = kCAFillModeForwards;
See also: After Animation, View position resets
Also note that it may be helpful to apply animations directly to the view itself, rather than by accessing the view's layer. This is accomplished using animation blocks, which I have found to be very useful.
Block style animations can be customized in many ways, but here's a basic example, which could be invoked within a function when your view needs to animate:
- (void) animateMyView
{
CGRect newViewFrame = CGRectMake(x,y,w,h);
[UIView animateWithDuration:0.5
delay:0
options: (UIViewAnimationOptionCurveLinear )
animations:^{
self.myView = CGAffineTransformMakeRotation (45);
[self.myView setBounds:newViewFrame];
}
completion:NULL];
}
For more information, see Apple's documentation on View Animation.

Draw Over Image

I'm working on some drawing code. I have that portion working great.
I want to draw over an image, but I want to still be able to see the detail of the image, the black lines, etc.
What I am working on is making a transparent UIImageView that holds the image.
I'm not sure how to get this set up properly though.
Should this be added above the other UIImageView that I color on or below it?
Here's what I have so far:
- (void)viewDidLoad
{
[super viewDidLoad];
topImageView = [[UIImageView alloc] initWithFrame:CGRectMake(0, 46, 320, 370)];
[topImageView setImage:[UIImage imageNamed:#"imagesmall.png"]];
topImageView.alpha = 1.0;
topImageView.layer.opacity = 1.0;
topImageView.layer.opaque = NO;
[self.view addSubview:topImageView];
[topImageView release];
}
Thoughts anyone?
Yes, you can draw views over other views. They are drawn in the order that they're added as subviews, unless you reorder them after that.
You may need to set the opaque property for some views (this is distinct from and overrides their layer opacity), and set their backgroundColor to nil. UIImageView seems to be transparent by default, as long as its image is; some other UIView subclasses are not.
So, just what is your overlay going to be? If you just need to display one image over another, what you have here seems to work already. If you need to draw some lines programmatically, you'll need to do this:
Create a subclass of UIView.
Implement its drawRect method to display the content you need.
When you add your custom view on top of the background image, make sure it is not opaque and has no backgroundColor.
A common problem here is to find that your foreground is working, but the background isn't being loaded properly. To make sure the background is there, set the alpha of the foreground view to 0.5. You won't want to do that in production, but it will allow you to verify that both views exist.

UIView subclass draws background despite completely empty drawRect: - why?

So, I have a custom UIView subclass which enables drawing of rounded edges. The thing draws perfectly, however the background always fills the whole bounds, despite clipping to a path first. The border also draws above the rectangular background, despite the fact that I draw the border in drawRect: before the background. So I removed the whole content of drawRect:, which is now virtually empty - nevertheless the background gets drawn!
Anybody an explanation for this? I set the backgroundColor in Interface Builder. Thanks!
Sorry for this monologue. :)
The thing is that the UIView's layer apparently draws the background, which is independent from drawRect:. This is why you can't get rid of the background by overriding drawRect:.
You can either override - (void)drawLayer:(CALayer *)layer inContext:(CGContextRef)ctx and make the layer draw whatever you want, or you override - (void) setBackgroundColor:(UIColor *)newColor and don't assign newColor to backgroundColor, but to your own ivar, like myBackgroundColor. You can then use myBackgroundColor in drawRect; to draw the background however you like.
Overriding setBackgroundColor:
Define an instance variable to hold your background color, e.g. myBackgroundColor. In your init methods, set the real background color to be the clearColor:
- (id) initWithCoder:(NSCoder *)aDecoder
{
if ((self = [super init...])) {
[super setBackgroundColor:[UIColor clearColor]];
}
return self;
}
Override:
- (void) setBackgroundColor:(UIColor *)newColor
{
if (newColor != myBackgroundColor) {
[myBackgroundColor release];
myBackgroundColor = [newColor retain];
}
}
Then use myBackgroundColor in your drawRect: method. This way you can use the color assigned from Interface Builder (or Xcode4) in your code.
Here's an easier fix:
self.backgroundColor = [UIColor clearColor];
I hesitate to suggest this because I don't want to offend you, but have you set opaque to NO?
This is easily reproducible:
Create a new View-Based iPhone Application. Create an UIView subclass and leave the drawRect: method completely empty. In Interface Builder, drag a UIView into the main view, assign it a background color and set the class of the view to your subclass. Save, build and run, and see, the view shows the background color.
I have circumvented this behaviour by overriding setBackgroundColor: and assigning the color to my own ivar, always leaving the backgroundColor property nil. This works, however I'm still wondering why this works this way.
You should set
clearsContextBeforeDrawing = NO
It's that simple.
From the UIView Reference Docs
Oops. I misunderstood the question. The OP (original poster) wants their custom control to support the standard "backgroundColor" property (eg, set by the gui designer), but does NOT want the system to paint that color. The OP wants to paint the bg himself so that he can round the corners.
In that case, the post about overriding the layer level drawing is correct.
The solution I posted will prevent the UI system from clearing your buffer before drawing. When you have no bg defined, if clearsContextBeforeDrawing is set, the iOS will clear your view's buffer, setting all pixels to transparent black. Doing this for a full-screen view takes about 5ms in an iPad3, so it's not free (pushing that 2048x1536 pixels never is). For comparison drawing a full-screen bitmap (using kCGBlendModeCopy to force blitting) takes ~25ms (using quartz, not GPU).
While it is possible to override the code that copies the background colour into the view's layer, I'm not a fan of this approach. I believe it can cause issues with views intended to be opaque. My suggestion is to create a custom colour variable like this:
#IBInspectable var foregroundColor: UIColor = .black {
didSet { setNeedsDisplay() }
}
Now, set your view's backgroundColor to clear and use foregroundColor in your drawing code in its place. The code above takes care of updating it when the value changes, and also exposes it to Interface Builder if required.
Another alternative is to use your view's tintColor instead, and to ensure that it updates correctly when tint colour changes. You may be reserving tint colour for other uses though, so this is not necessarily ideal. If you use tintColor, don't forget to include the following:
override func tintColorDidChange() {
setNeedsDisplay()
}