Using NSBezierPath addClip - How to invert clip - objective-c

Using NSBezierPath addClip only limits drawing to inside the path used for clipping. I'd like to do the opposite - Only draw outside.
- (void)drawRect:(NSRect)dirtyRect {
NSBezierPath *dontDrawInThis = ...;
//We want an opposite mask of [dontDrawInThis setClip];
//Drawing comes here
}

This was my solution:
- (void)drawRect:(NSRect)dirtyRect {
NSBezierPath *dontDrawInThis = ...;
// The mask is the whole bounds rect, subtracted dontDrawInThis
NSBezierPath *clip = [NSBezierPath bezierPathWithRect:self.bounds];
[clip appendBezierPath:dontDrawInThis.bezierPathByReversingPath];
[clip setClip];
//Drawing comes here
}
For iOS replace NSRect with CGRect.

Swift version of #avishic's answer
override func draw(_ dirtyRect: NSRect) {
super.draw(dirtyRect)
let restrictedPath = NSBezierPath()
// fill the restricted path with shapes/paths you want transparent...
let fullRect = NSBezierPath(rect: self.bounds)
fullRect.append(restrictedPath.reversed)
fullRect.setClip()
NSColor.blue.setFill()
frame.fill()
}

Related

How to disable the mouse hover expand effect on a NSTextView's NSScrollView scroller?

I have a NSTextView and here's the normal size of the scroller:
And here's what happens when I hover the scroller of the textview:
However, I don't want to have this 'expand' effect. How can I remove it? I've tried to search around on how to perform this, but I couldn't find anything. I just want to have the regular scroller size (the thinner one) all the time, even if the user hovers it. Is this possible?
Thanks
I recommend subclassing the NSScroller and override – drawArrow:highlight: / – drawKnobSlotInRect:highlight: / – drawKnob methods so you have a stable scroller appearance.
P.S. Don't forget to set your new scroller class in XIB-file for the scrollers.
UPDATE
Here is the sample code:
- (void)drawKnob
{
// call the default implementation for Overlay Scrollers
if (self.scrollerStyle == NSScrollerStyleOverlay)
{
[super drawKnob];
return;
}
if (_style == NSScrollerKnobStyleLight || _style == NSScrollerKnobStyleDefault)
[[NSColor colorWithCalibratedWhite:1.0 alpha:0.8] setFill];
else [[NSColor colorWithCalibratedWhite:0 alpha:0.4] setFill];
// Note: you can specify the rect with fixed width here
NSRect knobRect = [self rectForPart:NSScrollerKnob];
// VERTICAL SCROLLER
NSInteger fullWidth = knobRect.size.width;
knobRect.size.width = round(knobRect.size.width/2);
knobRect.origin.x += (NSInteger)((fullWidth - knobRect.size.width)/2);
// draw...
NSBezierPath * thePath = [NSBezierPath bezierPath];
[thePath appendBezierPathWithRoundedRect:knobRect xRadius:4 yRadius:4];
[thePath fill];
}
//---------------------------------------------------------------
- (void)drawKnobSlotInRect:(NSRect)slotRect highlight:(BOOL)flag
{
// call the default implementation for Overlay Scrollers
// draw nothing for usual
if (self.scrollerStyle == NSScrollerStyleOverlay)
{
[super drawKnobSlotInRect:slotRect highlight:flag];
}
}
//---------------------------------------------------------------
- (void)drawArrow:(NSScrollerArrow)whichArrow highlight:(BOOL)flag
{
// call the default implementation for Overlay Scrollers
// draw nothing for usual
if (self.scrollerStyle == NSScrollerStyleOverlay)
{
[super drawArrow:whichArrow highlight:flag];
}
}
I don't know what exact style you want, but this category might help you.
#implementation NSScrollView (SetScrollStyle)
- (void) setHidingScroll
{
[self setScrollerStyle:NSScrollerStyleOverlay];
[[self verticalScroller] setControlSize: NSSmallControlSize];
[[self verticalScroller] setKnobStyle:NSScrollerKnobStyleDark];
[self setScrollerKnobStyle:NSScrollerKnobStyleDark];
[[self verticalScroller] setScrollerStyle:NSScrollerStyleOverlay];
}
and usage
[scrollView setHidingScroll];

NSView with fill ( pattern image) scrolls when window changes size

I have an NSView with a drawRect
- (void)drawRect:(CGRect)rect {
// Drawing code
NSPoint origin = [self visibleRect].origin;
[[NSGraphicsContext currentContext]
setPatternPhase:NSMakePoint(origin.x, origin.y)];
[[NSColor colorWithPatternImage: self.image] set];
[NSBezierPath fillRect: [self bounds]];
}
It draws my pattern perfectly, but i can see the pattern scroll when i change the the size of my window.
i have tried to set the view isFlipped to YES but that doesn't change anything.
You need to do some off-screen drawing first and then draw that result onto the view. For example you can use a blank NSImage of the exact same size as the view, draw the pattern on that image and then draw that image on the view.
Your code may look something like that:
- (void)drawRect:(NSRect)dirtyRect
{
// call super
[super drawRect:dirtyRect];
// create blank image and lock drawing on it
NSImage* bigImage = [[[NSImage alloc] initWithSize:self.bounds.size] autorelease];
[bigImage lockFocus];
// draw your image patter on the new blank image
NSColor* backgroundColor = [NSColor colorWithPatternImage:bgImage];
[backgroundColor set];
NSRectFill(self.bounds);
[bigImage unlockFocus];
// draw your new image
[bigImage drawInRect:self.bounds
fromRect:NSZeroRect
operation:NSCompositeSourceOver
fraction:1.0f];
}
// I think you may also need to flip your view
- (BOOL)isFlipped
{
return YES;
}
Swift
A lot has changed, now things are easier, unfortunately part of objective-C's patrimony is lost and when it comes to Cocoa, Swift is like an orphan child. Anyways, based on Neovibrant's we can deduct the solution.
Subclass NSView
Override draw method
Call parent method (this is important)
Set a fill on buffer within the bounds of the view
Draw fill on buffer
code
override func draw(_ dirtyRect: NSRect) {
super.draw(dirtyRect)
let bgimage : NSImage = /* Set the image you want */
let background = NSColor.init(patternImage: bgimage)
background.setFill()
bgimage.draw(in: self.bounds, from: NSZeroRect, operation: .sourceOver, fraction: 1.0)
}

Mac OS X: Drawing into an offscreen NSGraphicsContext using CGContextRef C functions has no effect. Why?

Mac OS X 10.7.4
I am drawing into an offscreen graphics context created via +[NSGraphicsContext graphicsContextWithBitmapImageRep:].
When I draw into this graphics context using the NSBezierPath class, everything works as expected.
However, when I draw into this graphics context using the CGContextRef C functions, I see no results of my drawing. Nothing works.
For reasons I won't get into, I really need to draw using the CGContextRef functions (rather than the Cocoa NSBezierPath class).
My code sample is listed below. I am attempting to draw a simple "X". One stroke using NSBezierPath, one stroke using CGContextRef C functions. The first stroke works, the second does not. What am I doing wrong?
NSRect imgRect = NSMakeRect(0.0, 0.0, 100.0, 100.0);
NSSize imgSize = imgRect.size;
NSBitmapImageRep *offscreenRep = [[[NSBitmapImageRep alloc]
initWithBitmapDataPlanes:NULL
pixelsWide:imgSize.width
pixelsHigh:imgSize.height
bitsPerSample:8
samplesPerPixel:4
hasAlpha:YES
isPlanar:NO
colorSpaceName:NSDeviceRGBColorSpace
bitmapFormat:NSAlphaFirstBitmapFormat
bytesPerRow:0
bitsPerPixel:0] autorelease];
// set offscreen context
NSGraphicsContext *g = [NSGraphicsContext graphicsContextWithBitmapImageRep:offscreenRep];
[NSGraphicsContext setCurrentContext:g];
NSImage *img = [[[NSImage alloc] initWithSize:imgSize] autorelease];
CGContextRef ctx = [g graphicsPort];
// lock and draw
[img lockFocus];
// draw first stroke with Cocoa. this works!
NSPoint p1 = NSMakePoint(NSMaxX(imgRect), NSMinY(imgRect));
NSPoint p2 = NSMakePoint(NSMinX(imgRect), NSMaxY(imgRect));
[NSBezierPath strokeLineFromPoint:p1 toPoint:p2];
// draw second stroke with Core Graphics. This doesn't work!
CGContextBeginPath(ctx);
CGContextMoveToPoint(ctx, 0.0, 0.0);
CGContextAddLineToPoint(ctx, imgSize.width, imgSize.height);
CGContextClosePath(ctx);
CGContextStrokePath(ctx);
[img unlockFocus];
You don't specify how you are looking at the results. I assume you are looking at the NSImage img and not the NSBitmapImageRep offscreenRep.
When you call [img lockFocus], you are changing the current NSGraphicsContext to be a context to draw into img. So, the NSBezierPath drawing goes into img and that's what you see. The CG drawing goes into offscreenRep which you aren't looking at.
Instead of locking focus onto an NSImage and drawing into it, create an NSImage and add the offscreenRep as one of its reps.
NSRect imgRect = NSMakeRect(0.0, 0.0, 100.0, 100.0);
NSSize imgSize = imgRect.size;
NSBitmapImageRep *offscreenRep = [[[NSBitmapImageRep alloc]
initWithBitmapDataPlanes:NULL
pixelsWide:imgSize.width
pixelsHigh:imgSize.height
bitsPerSample:8
samplesPerPixel:4
hasAlpha:YES
isPlanar:NO
colorSpaceName:NSDeviceRGBColorSpace
bitmapFormat:NSAlphaFirstBitmapFormat
bytesPerRow:0
bitsPerPixel:0] autorelease];
// set offscreen context
NSGraphicsContext *g = [NSGraphicsContext graphicsContextWithBitmapImageRep:offscreenRep];
[NSGraphicsContext saveGraphicsState];
[NSGraphicsContext setCurrentContext:g];
// draw first stroke with Cocoa
NSPoint p1 = NSMakePoint(NSMaxX(imgRect), NSMinY(imgRect));
NSPoint p2 = NSMakePoint(NSMinX(imgRect), NSMaxY(imgRect));
[NSBezierPath strokeLineFromPoint:p1 toPoint:p2];
// draw second stroke with Core Graphics
CGContextRef ctx = [g graphicsPort];
CGContextBeginPath(ctx);
CGContextMoveToPoint(ctx, 0.0, 0.0);
CGContextAddLineToPoint(ctx, imgSize.width, imgSize.height);
CGContextClosePath(ctx);
CGContextStrokePath(ctx);
// done drawing, so set the current context back to what it was
[NSGraphicsContext restoreGraphicsState];
// create an NSImage and add the rep to it
NSImage *img = [[[NSImage alloc] initWithSize:imgSize] autorelease];
[img addRepresentation:offscreenRep];
// then go on to save or view the NSImage
The solution by #Robin Stewart worked well for me. I was able to condense it to an NSImage extension.
extension NSImage {
convenience init(size: CGSize, actions: (CGContext) -> Void) {
self.init(size: size)
lockFocusFlipped(false)
actions(NSGraphicsContext.current!.cgContext)
unlockFocus()
}
}
Usage:
let image = NSImage(size: CGSize(width: 100, height: 100), actions: { ctx in
// Drawing commands here for example:
// ctx.setFillColor(.white)
// ctx.fill(pageRect)
})
I wonder why everyone writes such complicated code for drawing to an image. Unless you care for the exact bitmap representation of an image (and usually you don't!), there is no need to create one. You can just create a blank image and directly draw to it. In that case the system will create an appropriate bitmap representation (or maybe a PDF representation or whatever the system believes to be more suitable for drawing).
The documentation of the init method
- (instancetype)initWithSize:(NSSize)aSize
which exists since MacOS 10.0 and still isn't deprecated, clearly says:
After using this method to initialize an image object, you are
expected to provide the image contents before trying to draw the
image. You might lock focus on the image and draw to the image or you
might explicitly add an image representation that you created.
So here's how I would have written that code:
NSRect imgRect = NSMakeRect(0.0, 0.0, 100.0, 100.0);
NSImage * image = [[NSImage alloc] initWithSize:imgRect.size];
[image lockFocus];
// draw first stroke with Cocoa
NSPoint p1 = NSMakePoint(NSMaxX(imgRect), NSMinY(imgRect));
NSPoint p2 = NSMakePoint(NSMinX(imgRect), NSMaxY(imgRect));
[NSBezierPath strokeLineFromPoint:p1 toPoint:p2];
// draw second stroke with Core Graphics
CGContextRef ctx = [[NSGraphicsContext currentContext] graphicsPort];
CGContextBeginPath(ctx);
CGContextMoveToPoint(ctx, 0.0, 0.0);
CGContextAddLineToPoint(ctx, imgRect.size.width, imgRect.size.height);
CGContextClosePath(ctx);
CGContextStrokePath(ctx);
[image unlockFocus];
That's all folks.
graphicsPort is actually void *:
#property (readonly) void * graphicsPort
and documented as
The low-level, platform-specific graphics context represented
by the graphic port.
Which may be pretty much everything, but the final note says
In OS X, this is the Core Graphics context,
a CGContextRef object (opaque type).
This property has been deprecated in 10.10 in favor of the new property
#property (readonly) CGContextRef CGContext
which is only available in 10.10 and later. If you have to support older systems, it's fine to still use graphicsPort.
Swift 4: I use this code, which replicates the convenient API from UIKit (but runs on macOS):
public class UIGraphicsImageRenderer {
let size: CGSize
init(size: CGSize) {
self.size = size
}
func image(actions: (CGContext) -> Void) -> NSImage {
let image = NSImage(size: size)
image.lockFocusFlipped(true)
actions(NSGraphicsContext.current!.cgContext)
image.unlockFocus()
return image
}
}
Usage:
let renderer = UIGraphicsImageRenderer(size: imageSize)
let image = renderer.image { ctx in
// Drawing commands here
}
Here are 3 ways of drawing same image (Swift 4).
The method suggested by #Mecki produces an image without blurring artefacts (like blurred curves). But this can be fixed by adjusting CGContext settings (not included in this example).
public struct ImageFactory {
public static func image(size: CGSize, fillColor: NSColor, rounded: Bool = false) -> NSImage? {
let rect = CGRect(x: 0, y: 0, width: size.width, height: size.height)
return drawImage(size: size) { context in
if rounded {
let radius = min(size.height, size.width)
let path = NSBezierPath(roundedRect: rect, xRadius: 0.5 * radius, yRadius: 0.5 * radius).cgPath
context.addPath(path)
context.clip()
}
context.setFillColor(fillColor.cgColor)
context.fill(rect)
}
}
}
extension ImageFactory {
private static func drawImage(size: CGSize, drawingCalls: (CGContext) -> Void) -> NSImage? {
return drawImageInLockedImageContext(size: size, drawingCalls: drawingCalls)
}
private static func drawImageInLockedImageContext(size: CGSize, drawingCalls: (CGContext) -> Void) -> NSImage? {
let image = NSImage(size: size)
image.lockFocus()
guard let context = NSGraphicsContext.current else {
image.unlockFocus()
return nil
}
drawingCalls(context.cgContext)
image.unlockFocus()
return image
}
// Has scalling or antialiasing issues, like blurred curves.
private static func drawImageInBitmapImageContext(size: CGSize, drawingCalls: (CGContext) -> Void) -> NSImage? {
guard let offscreenRep = NSBitmapImageRep(pixelsWide: Int(size.width), pixelsHigh: Int(size.height),
bitsPerSample: 8, samplesPerPixel: 4, hasAlpha: true,
isPlanar: false, colorSpaceName: .deviceRGB) else {
return nil
}
guard let context = NSGraphicsContext(bitmapImageRep: offscreenRep) else {
return nil
}
NSGraphicsContext.saveGraphicsState()
NSGraphicsContext.current = context
drawingCalls(context.cgContext)
NSGraphicsContext.restoreGraphicsState()
let img = NSImage(size: size)
img.addRepresentation(offscreenRep)
return img
}
// Has scalling or antialiasing issues, like blurred curves.
private static func drawImageInCGContext(size: CGSize, drawingCalls: (CGContext) -> Void) -> NSImage? {
let colorSpace = CGColorSpaceCreateDeviceRGB()
let bitmapInfo = CGBitmapInfo(rawValue: CGImageAlphaInfo.premultipliedLast.rawValue)
guard let context = CGContext(data: nil, width: Int(size.width), height: Int(size.height), bitsPerComponent: 8,
bytesPerRow: 0, space: colorSpace, bitmapInfo: bitmapInfo.rawValue) else {
return nil
}
drawingCalls(context)
guard let image = context.makeImage() else {
return nil
}
return NSImage(cgImage: image, size: size)
}
}

How to draw triangle using Core Graphics - Mac?

I want something like this: (light part, ignore background)
How can I draw this using Cocoa? In drawRect:? I don't know how to draw.
Use NSBezierPath:
- (void)drawRect:(NSRect)rect
{
NSBezierPath *path = [NSBezierPath bezierPath];
[path moveToPoint:NSMakePoint(0, 0)];
[path lineToPoint:NSMakePoint(50, 100)];
[path lineToPoint:NSMakePoint(100, 0)];
[path closePath];
[[NSColor redColor] set];
[path fill];
}
This should get you started, it draws a red triangle on a 100x100 sized view. You'd usually calculate the coordinates dynamically, based on the view's size, instead of using hard-coded values of course.
iOS + Swift
(1) Create a Swift extension
// Centered, equilateral triangle
extension UIBezierPath {
convenience init(equilateralSide: CGFloat, center: CGPoint) {
self.init()
let altitude = CGFloat(sqrt(3.0) / 2.0 * equilateralSide)
let heightToCenter = altitude / 3
moveToPoint(CGPoint(x:center.x, y:center.y - heightToCenter*2))
addLineToPoint(CGPoint(x:center.x + equilateralSide/2, y:center.y + heightToCenter))
addLineToPoint(CGPoint(x:center.x - equilateralSide/2, y:center.y + heightToCenter))
closePath()
}
}
(2) Override drawRect
override func drawRect(rect: CGRect) {
let path = UIBezierPath(
equilateralSide: self.bounds.size.width,
center: CGPoint(x: self.bounds.size.width/2, y: self.bounds.size.height/2))
self.tintColor.set()
path!.fill()
}
iOS + Swift5 (Updated Context handling, allow for diff widths)
let triangleWidth: CGFloat = 8.0
let heightToCenter: CGFloat = 4.0 // This controls how "narrow" the triangle is
let center: CGPoint = centerPoint
context.setFillColor(UIColor.red.cgColor)
context.move(to: CGPoint(x:center.x, y:center.y - heightToCenter*2))
context.addLine(to: CGPoint(x:center.x + triangleWidth/2, y:center.y + heightToCenter))
context.addLine(to: CGPoint(x:center.x - triangleWidth/2, y:center.y + heightToCenter))
context.closePath()
context.fillPath()

NSScroller graphical glitches/lag

I have the following NSScroller subclass that creates a scroll bar with a rounded white knob and no arrows/slot (background):
#implementation IGScrollerVertical
- (void)drawKnob
{
NSRect knobRect = [self rectForPart:NSScrollerKnob];
NSRect newRect = NSMakeRect(knobRect.origin.x, knobRect.origin.y, knobRect.size.width - 4, knobRect.size.height);
NSBezierPath *path = [NSBezierPath bezierPathWithRoundedRect:newRect xRadius:7 yRadius:7];
[[NSColor whiteColor] set];
[path fill];
}
- (void)drawArrow:(NSScrollerArrow)arrow highlightPart:(int)flag
{
// We don't want arrows
}
- (void)drawKnobSlotInRect:(NSRect)rect highlight:(BOOL)highlight
{
// Don't want a knob background
}
#end
This all works fine, except there is a noticable lag when I use the scroller. See this video:
http://twitvid.com/70E7C
I'm confused as to what I'm doing wrong, any suggestions?
Fixed the issue, just had to fill the rect in drawKnobSlotInRect: