I am using a NSRulerView in MacOS in order to display line numbers next to a NSTextView.
Both views share the same font and the same font size, however while in NSTextView string rendering is automatically managed, in the NSRulerView I need to compute correct line number (and this part works fine) and then render the string inside a drawHashMarksAndLabelsInRect.
My issue is that I am unable to correctly align text between the two views. For some font it works fine while for other fonts there are visible differences.
The code I am actually using is:
#define BTF_RULER_WIDTH 40.0f
#define BTF_RULER_PADDING 5.0f
static inline void drawLineNumber(NSUInteger lineNumber, CGFloat y, NSDictionary *attributes, CGFloat ruleThickness) {
NSString *string = [[NSNumber numberWithUnsignedInteger:lineNumber] stringValue];
NSAttributedString *attString = [[NSAttributedString alloc] initWithString:string attributes:attributes];
NSUInteger x = ruleThickness - BTF_RULER_PADDING - attString.size.width;
[attString drawAtPoint:NSMakePoint(x, y)];
}
static inline NSUInteger countNewLines(NSString *s, NSUInteger location, NSUInteger length) {
CFStringInlineBuffer inlineBuffer;
CFStringInitInlineBuffer((__bridge CFStringRef)s, &inlineBuffer, CFRangeMake(location, length));
NSUInteger counter = 0;
for (CFIndex i=0; i < length; ++i) {
UniChar c = CFStringGetCharacterFromInlineBuffer(&inlineBuffer, i);
if (c == (UniChar)'\n') ++counter;
}
return counter;
}
#implementation BTFRulerView
- (instancetype)initWithBTFTextView:(BTFTextView *)textView {
self = [super initWithScrollView:textView.enclosingScrollView orientation:NSVerticalRuler];
if (self) {
self.clientView = textView;
// default settings
self.ruleThickness = BTF_RULER_WIDTH;
self.textColor = [NSColor grayColor];
}
return self;
}
- (void)drawHashMarksAndLabelsInRect:(NSRect)rect {
// do not use drawBackgroundInRect for background color otherwise a 1px right border with a different color appears
if (_backgroundColor) {
[_backgroundColor set];
[NSBezierPath fillRect:rect];
}
BTFTextView *textView = (BTFTextView *)self.clientView;
if (!textView) return;
NSLayoutManager *layoutManager = textView.layoutManager;
if (!layoutManager) return;
NSString *textString = textView.string;
if ((!textString) || (textString.length == 0)) return;
CGFloat insetHeight = textView.textContainerInset.height;
CGPoint relativePoint = [self convertPoint:NSZeroPoint fromView:textView];
NSDictionary *lineNumberAttributes = #{NSFontAttributeName: textView.font, NSForegroundColorAttributeName: _textColor};
NSRange visibleGlyphRange = [layoutManager glyphRangeForBoundingRect:textView.visibleRect inTextContainer:textView.textContainer];
NSUInteger firstVisibleGlyphCharacterIndex = [layoutManager characterIndexForGlyphAtIndex:visibleGlyphRange.location];
// line number for the first visible line
NSUInteger lineNumber = countNewLines(textString, 0, firstVisibleGlyphCharacterIndex)+1;
NSUInteger glyphIndexForStringLine = visibleGlyphRange.location;
// go through each line in the string
while (glyphIndexForStringLine < NSMaxRange(visibleGlyphRange)) {
// range of current line in the string
NSRange characterRangeForStringLine = [textString lineRangeForRange:NSMakeRange([layoutManager characterIndexForGlyphAtIndex:glyphIndexForStringLine], 0)];
NSRange glyphRangeForStringLine = [layoutManager glyphRangeForCharacterRange: characterRangeForStringLine actualCharacterRange:nil];
NSUInteger glyphIndexForGlyphLine = glyphIndexForStringLine;
NSUInteger glyphLineCount = 0;
while (glyphIndexForGlyphLine < NSMaxRange(glyphRangeForStringLine)) {
// check if the current line in the string spread across several lines of glyphs
NSRange effectiveRange = NSMakeRange(0, 0);
// range of current "line of glyphs". If a line is wrapped then it will have more than one "line of glyphs"
NSRect lineRect = [layoutManager lineFragmentRectForGlyphAtIndex:glyphIndexForGlyphLine effectiveRange:&effectiveRange withoutAdditionalLayout:YES];
// compute Y for line number
CGFloat y = NSMinY(lineRect) + relativePoint.y + insetHeight;
// draw line number only if string does not spread across several lines
if (glyphLineCount == 0) {
drawLineNumber(lineNumber, y, lineNumberAttributes, self.ruleThickness);
}
// move to next glyph line
++glyphLineCount;
glyphIndexForGlyphLine = NSMaxRange(effectiveRange);
}
glyphIndexForStringLine = NSMaxRange(glyphRangeForStringLine);
++lineNumber;
}
// draw line number for the extra line at the end of the text
if (layoutManager.extraLineFragmentTextContainer) {
CGFloat y = NSMinY(layoutManager.extraLineFragmentRect) + relativePoint.y + insetHeight;
drawLineNumber(lineNumber, y, lineNumberAttributes, self.ruleThickness);
}
}
I think that the issue is the y computation then passed to the drawLineNumber function. Any idea about how to correctly compute it?
I found a solution and I think it could be quite useful to others:
#define BTF_RULER_WIDTH 40.0f
#define BTF_RULER_PADDING 5.0f
static inline void drawLineNumberInRect(NSUInteger lineNumber, NSRect lineRect, NSDictionary *attributes, CGFloat ruleThickness) {
NSString *string = [[NSNumber numberWithUnsignedInteger:lineNumber] stringValue];
NSAttributedString *attString = [[NSAttributedString alloc] initWithString:string attributes:attributes];
NSUInteger x = ruleThickness - BTF_RULER_PADDING - attString.size.width;
// Offetting the drawing keeping into account the ascender (because we draw it without NSStringDrawingUsesLineFragmentOrigin)
NSFont *font = attributes[NSFontAttributeName];
lineRect.origin.x = x;
lineRect.origin.y += font.ascender;
[attString drawWithRect:lineRect options:0 context:nil];
}
static inline NSUInteger countNewLines(NSString *s, NSUInteger location, NSUInteger length) {
CFStringInlineBuffer inlineBuffer;
CFStringInitInlineBuffer((__bridge CFStringRef)s, &inlineBuffer, CFRangeMake(location, length));
NSUInteger counter = 0;
for (CFIndex i=0; i < length; ++i) {
UniChar c = CFStringGetCharacterFromInlineBuffer(&inlineBuffer, i);
if (c == (UniChar)'\n') ++counter;
}
return counter;
}
#implementation BTFRulerView
- (instancetype)initWithBTFTextView:(BTFTextView *)textView {
self = [super initWithScrollView:textView.enclosingScrollView orientation:NSVerticalRuler];
if (self) {
self.clientView = textView;
// default settings
self.ruleThickness = BTF_RULER_WIDTH;
self.textColor = [NSColor grayColor];
}
return self;
}
- (void)drawHashMarksAndLabelsInRect:(NSRect)rect {
// do not use drawBackgroundInRect for background color otherwise a 1px right border with a different color appears
if (_backgroundColor) {
[_backgroundColor set];
[NSBezierPath fillRect:rect];
}
BTFTextView *textView = (BTFTextView *)self.clientView;
if (!textView) return;
NSLayoutManager *layoutManager = textView.layoutManager;
if (!layoutManager) return;
NSString *textString = textView.string;
if ((!textString) || (textString.length == 0)) return;
CGFloat insetHeight = textView.textContainerInset.height;
CGPoint relativePoint = [self convertPoint:NSZeroPoint fromView:textView];
// Gettign text attributes from the textview
NSMutableDictionary *lineNumberAttributes = [[textView.textStorage attributesAtIndex:0 effectiveRange:NULL] mutableCopy];
lineNumberAttributes[NSForegroundColorAttributeName] = self.textColor;
NSRange visibleGlyphRange = [layoutManager glyphRangeForBoundingRect:textView.visibleRect inTextContainer:textView.textContainer];
NSUInteger firstVisibleGlyphCharacterIndex = [layoutManager characterIndexForGlyphAtIndex:visibleGlyphRange.location];
// line number for the first visible line
NSUInteger lineNumber = countNewLines(textString, 0, firstVisibleGlyphCharacterIndex)+1;
NSUInteger glyphIndexForStringLine = visibleGlyphRange.location;
// go through each line in the string
while (glyphIndexForStringLine < NSMaxRange(visibleGlyphRange)) {
// range of current line in the string
NSRange characterRangeForStringLine = [textString lineRangeForRange:NSMakeRange([layoutManager characterIndexForGlyphAtIndex:glyphIndexForStringLine], 0)];
NSRange glyphRangeForStringLine = [layoutManager glyphRangeForCharacterRange: characterRangeForStringLine actualCharacterRange:nil];
NSUInteger glyphIndexForGlyphLine = glyphIndexForStringLine;
NSUInteger glyphLineCount = 0;
while (glyphIndexForGlyphLine < NSMaxRange(glyphRangeForStringLine)) {
// check if the current line in the string spread across several lines of glyphs
NSRange effectiveRange = NSMakeRange(0, 0);
// range of current "line of glyphs". If a line is wrapped then it will have more than one "line of glyphs"
NSRect lineRect = [layoutManager lineFragmentRectForGlyphAtIndex:glyphIndexForGlyphLine effectiveRange:&effectiveRange withoutAdditionalLayout:YES];
// compute Y for line number
CGFloat y = ceil(NSMinY(lineRect) + relativePoint.y + insetHeight);
lineRect.origin.y = y;
// draw line number only if string does not spread across several lines
if (glyphLineCount == 0) {
drawLineNumberInRect(lineNumber, lineRect, lineNumberAttributes, self.ruleThickness);
}
// move to next glyph line
++glyphLineCount;
glyphIndexForGlyphLine = NSMaxRange(effectiveRange);
}
glyphIndexForStringLine = NSMaxRange(glyphRangeForStringLine);
++lineNumber;
}
// draw line number for the extra line at the end of the text
if (layoutManager.extraLineFragmentTextContainer) {
NSRect lineRect = layoutManager.extraLineFragmentRect;
CGFloat y = ceil(NSMinY(lineRect) + relativePoint.y + insetHeight);
lineRect.origin.y = y;
drawLineNumberInRect(lineNumber, lineRect, lineNumberAttributes, self.ruleThickness);
}
}
I use drawWithRect instead of drawAtPoint and I use the attributes directly from the connected textView.
I want to show my long text in a UILabel. But, My design having small size of frame for that UILabel. So, i want to truncate my long text like this[see below]:
Ex:
UILabel Text: "I want to show my long text in a UILabel"
Recent Result: [Using lineBreakMode:]
I want to s........a UILabel
I want to s.....
I want to s
Expected Result: "I want to...."
[Note: I want truncation after the word which can fit within their label frame.]
I hope that you can sense about my expected result. Sorry for my English!.
I am not sure whether there is API for this. If you are not getting answers. You can use the below logic to achieve This is not optimum logic.
-(NSString *) textThatFits:(NSString *) originalText font:(UIFont *) font
{
NSArray *array = [originalText componentsSeparatedByString:#" "];
NSString *stringThatFits;
for (int i = 0 ; i < [array count]; i++)
{
NSString *tempString = [stringThatFits stringByAppendingFormat:#" %#", array[i]];
CGRect boundingRect = [tempString boundingRectWithSize:CGSizeMake(999, 999)
options:NSStringDrawingUsesLineFragmentOrigin
attributes:#{NSFontAttributeName:font}
context:nil];
if (boundingRect.size.width < self.yourLabel.width) {
return stringThatFits;
}
else
{
stringThatFits = tempString;
}
}
return stringThatFits;
}
According to the OP excepted result and the #Naveen logic, I develop the code which works but with some restriction.
Restriction:
Sometimes, extending that label width by adding 10.0 value.
don't give any spaces at begin and end of label text.
Design:
Controls: A UIButton, UITextField, UILabel
Type your text in the UITextField.
Do Action to display your excepted result in the UILabel.
Code:
-(IBAction)actionDisplayTextWithTruncate:(id)sender{
lblFinalResult.frame=CGRectMake(60, 345, 55, 21);
NSString *strGivenText, *strFuncResult, *stringThatFits;
int spaceCount;
//Custom Truncate Function
strGivenText=txtFldGivenText.text;
arrForGivenText_Words = [strGivenText componentsSeparatedByString:#" "];
stringThatFits=#"";
strFuncResult=#"";
for (int i = 0 ; i < [arrForGivenText_Words count]; i++)
{
/* must follow #" %#" - a space before %# */
NSString *tempString = [stringThatFits stringByAppendingFormat:#" %#", arrForGivenText_Words[i]];
CGRect boundingRect = [tempString boundingRectWithSize:CGSizeMake(999, 999) options:NSStringDrawingTruncatesLastVisibleLine attributes:#{NSFontAttributeName:lblFinalResult.font} context:nil];
if (boundingRect.size.width > lblFinalResult.frame.size.width) //Breakpoint1
{
if(i==0){
[lblFinalResult setText:#"..."];
return;
}
else{
for (int j = 0 ; j < i; j++)
{
strFuncResult = [strFuncResult stringByAppendingFormat:#"%# ",arrForGivenText_Words[j]];
NSLog(#"Present_a1: %#", strFuncResult);
}
strFuncResult = [strFuncResult substringToIndex:strFuncResult.length-(strFuncResult.length>0)];
lblFinalResult.frame= CGRectMake(lblFinalResult.frame.origin.x, lblFinalResult.frame.origin.y, lblFinalResult.frame.size.width+10, lblFinalResult.frame.size.height);
strFuncResult=[strFuncResult stringByAppendingString:#"..."];
[lblFinalResult setText:strFuncResult];
return;
}
}
else{
stringThatFits = tempString;
NSLog(#"Present_a2: %#", stringThatFits);
}
}
[lblFinalResult setText:stringThatFits];
}
I’m trying to make a reader application to help a girl with reading difficulties. Some research shows that just changing the colors of the text, background and shadow can really help kids out so I’m trying to allow her to do that. It’s just a big NSTextView with buttons so she can change the font size, color, background color, shadow properties, letter spacing, line spacing and word spacing. I know you can do most of this just using Word but I’m trying to make it as intuitive/fun as possible for her.
The place where I could use a hand is in changing the size of the spacing between words. Currently I’m just searching for a string of spaces equal to the number of spaces I expect to be there and then replacing with more or less spaces it as follows:
- (IBAction)increaseSpacing:(id)sender{
NSInteger spacing = [[NSUserDefaults standardUserDefaults] integerForKey:#"wordSpacing"];
NSMutableString * oldString = [ NSMutableString stringWithCapacity:0];
NSMutableString * newString =[ NSMutableString stringWithCapacity:0];
for (int i = 0; i < spacing; i+=1) {
[oldString appendString:#" "];
}
[newString setString:oldString];
[newString appendString:#" "];
[[[textView textStorage] mutableString] replaceOccurrencesOfString:oldString
withString:newString options:0
range:NSMakeRange(0, [[textView textStorage] length])];
spacing += 1;
[[NSUserDefaults standardUserDefaults] setValue:[NSNumber numberWithInteger: spacing] forKey:#"wordSpacing"];
}
- (IBAction)reduceSpacing:(id)sender{
NSInteger spacing = [[NSUserDefaults standardUserDefaults] integerForKey:#"wordSpacing"];
if (spacing > 1) {
NSMutableString * oldString = [ NSMutableString stringWithCapacity:0];
NSMutableString * newString =[ NSMutableString stringWithCapacity:0];
for (int i = 0; i < spacing-1; i+=1) {
[newString appendString:#" "];
}
[oldString setString:newString];
[oldString appendString:#" "];
[[[textView textStorage] mutableString] replaceOccurrencesOfString:oldString
withString:newString options:0
range:NSMakeRange(0, [[textView textStorage] length])];
spacing -= 1;
[[NSUserDefaults standardUserDefaults] setValue:[NSNumber numberWithInteger: spacing] forKey:#"wordSpacing"];
}
}
This approach feels sloppy to me, especially when moving the cursor around with arrow keys. I could just change the font size of a space character when it’s typed, but that would also change the line height. Is there a way that I can just change the width of the space character? Thanks in advance for your help.
My eventual solution was to swap out spaces for blank images (blanks) that have the adjusted width.
Basic components:
a) Method to replace spaces with blanks
b) Method to replace blanks with spaces
c) NSValueTransformer for the NSTextView to do (a) for transformedValue and (b) for reverseTransformedValue
d) NSTextViewDelegate to do (a) when the text changes
e) Subclass NSTextView to do (b) on copied or cut text before sending to pasteboard
f) Action assigned to the stepper to make the size changes
Code for each part is below:
a) AppDelegate method to replace spaces with blanks
- (NSAttributedString * ) replaceSpacesWithBlanks:(NSString *)replaceString {
CGFloat imageWidth = [[NSUserDefaults standardUserDefaults] integerForKey:#"wordSpacing"];
NSImage * pic = [[NSImage alloc] initWithSize:NSMakeSize(imageWidth, 1.0f)];
NSTextAttachmentCell *attachmentCell = [[NSTextAttachmentCell alloc] initImageCell:pic];
NSTextAttachment *attachment = [[NSTextAttachment alloc] init];
[attachment setAttachmentCell: attachmentCell ];
NSAttributedString *replacementString = [NSAttributedString attributedStringWithAttachment: attachment];
NSMutableAttributedString *mutableString = [[NSMutableAttributedString alloc] initWithString:replaceString];
NSRange range = [[mutableString string] rangeOfString:#" "];
while (range.location != NSNotFound) {
[mutableString replaceCharactersInRange:range withAttributedString:replacementString];
range = [[mutableString string] rangeOfString:#" "];
}
return [[NSAttributedString alloc] initWithAttributedString: mutableString];
}
b) AppDelegate method to replace blanks with spaces
- (NSString * ) replaceBlanksWithSpaces:(NSAttributedString *)replaceAttributedString {
NSMutableAttributedString * mutAttrString = [[NSMutableAttributedString alloc] initWithAttributedString:replaceAttributedString];
for (int index = 0; index < mutAttrString.length; index += 1) {
NSRange theRange;
NSDictionary * theAttributes = [mutAttrString attributesAtIndex:index effectiveRange:&theRange];
NSTextAttachment *theAttachment = [theAttributes objectForKey:NSAttachmentAttributeName];
if(theAttachment != NULL) {
[mutAttrString replaceCharactersInRange:theRange withString:#" "];
}
}
return mutAttrString.string;
}
c) NSValueTransformer for the NSTextView to replace spaces with blanks for transformedValue and replace blanks with spaces for reverseTransformedValue
#implementation DBAttributedStringTransformer
- (id)init
{
self = [super init];
if (self) {
appDelegate = (AppDelegate *)[[NSApplication sharedApplication] delegate];
}
return self;
}
+ (Class)transformedValueClass
{
return [NSAttributedString class];
}
+ (BOOL)allowsReverseTransformation
{
return YES;
}
- (id)transformedValue:(id)value
{
return [appDelegate replaceSpacesWithBlanks:value];
}
- (id)reverseTransformedValue:(id)value
{
return [appDelegate replaceBlanksWithSpaces:value];
}
d) NSTextViewDelegate to replace spaces with blanks when the text changes
#implementation DBTextViewDelegate
-(void)awakeFromNib {
appDelegate = (AppDelegate *)[[NSApplication sharedApplication] delegate];
}
- (void)textViewDidChangeSelection:(NSNotification *)aNotification{
// Need to keep track of where the cursor should be reinserted
textLength = myTextView.string.length;
insertionPoint = [[[myTextView selectedRanges] objectAtIndex:0] rangeValue].location;
}
//replaces spaces with blank image and puts cursor back in correct position
- (void)textDidChange:(NSNotification *)aNotification{
NSInteger newTextLength = myTextView.string.length;
NSInteger newInsertionPoint = insertionPoint + newTextLength - textLength;
NSString * stringValue = [[NSUserDefaults standardUserDefaults] stringForKey:#"textViewString"];
NSAttributedString * attrStringWithBlanks = [[ NSAttributedString alloc] initWithAttributedString:[appDelegate replaceSpacesWithBlanks:stringValue ]];
NSMutableAttributedString *mutableString = [[NSMutableAttributedString alloc] initWithAttributedString:attrStringWithBlanks];
[myTextView.textStorage setAttributedString: mutableString];
//Put the cursor back where it was
[myTextView setSelectedRange:NSMakeRange(newInsertionPoint, 0)];
}
e) Subclass NSTextView to replace blanks with spaces on copied or cut text before writing to pasteboard
#implementation DBTextView
-(void)awakeFromNib {
appDelegate = (AppDelegate *)[[NSApplication sharedApplication] delegate];
}
-(void) selectedTextToClipBoard{
NSRange selectedRange = [self selectedRange];
NSAttributedString * selectedText = [[self textStorage] attributedSubstringFromRange: selectedRange];
NSString * textWithoutBlanks = [appDelegate replaceBlanksWithSpaces:selectedText];
NSPasteboard *pasteboard = [NSPasteboard generalPasteboard];
[pasteboard clearContents];
NSArray *copiedObject = [NSArray arrayWithObject:textWithoutBlanks];
[pasteboard writeObjects:copiedObject];
}
-(void) copy:(id)sender{
[self selectedTextToClipBoard];
}
-(void) cut:(id)sender{
[self selectedTextToClipBoard];
// Delete selected text so it acts like a cut
NSRange selectedRange = [self selectedRange];
[[self textStorage] deleteCharactersInRange:selectedRange];
}
f) Action assigned to the stepper to make the size changes
- (IBAction)changeWordSpacing:(id)sender {
CGFloat imageWidth = [[NSUserDefaults standardUserDefaults] integerForKey:#"wordSpacing"];
NSImage * pic = [[NSImage alloc] initWithSize:NSMakeSize(imageWidth, 1.0f)];
NSTextAttachmentCell *attachmentCell = [[NSTextAttachmentCell alloc] initImageCell:pic];
NSMutableAttributedString * mutAttrString = [[NSMutableAttributedString alloc] initWithAttributedString:[textView textStorage]];
for (int index = 0; index < mutAttrString.length; index += 1) {
NSRange theRange;
NSDictionary * theAttributes = [mutAttrString attributesAtIndex:index effectiveRange:&theRange];
NSTextAttachment *theAttachment = [theAttributes objectForKey:NSAttachmentAttributeName];
if(theAttachment != NULL) {
[theAttachment setAttachmentCell: attachmentCell ];
}
}
[[textView textStorage] setAttributedString:mutAttrString];
}
Also, NSTextView should be set to “Continuously Updates Value”
It is possible to adjust the font kerning specifically for space characters. Here is a simple way to do that using the new AttributedString:
var searchRange = text.startIndex..<text.endIndex
while let range = text[searchRange].range(of: " ") {
text[range].mergeAttributes(AttributeContainer([.kern: 10]))
searchRange = range.upperBound..<text.endIndex
}
You may use text[range].kern = 10 if you are using SwiftUI's Text view, but as of Xcode 13.4 the SwiftUI.Kern attribute created in that way will not convert properly for NSAttributedStrings.
Simple question on how to insert a line break using SKLabelNode class in SpriteKit. I have the following code but it does not work -
SKLabelNode *nerdText = [SKLabelNode labelNodeWithFontNamed:#"Times"];
NSString *st1 = #"Test break";
NSString *st2 = #"I want it to break";
NSString *test = [NSString stringWithFormat:#"%#,\r%#",st1,st2]; //Even tried \n
nerdText.text = test;
nerdText.fontSize = 11;
nerdText.fontColor = [SKColor colorWithRed:0.15 green:0.15 blue:0.3 alpha:1.0];
nerdText.position = CGPointMake(150.0, 250.0);
[self addChild:nerdText];
Please help me out!
I dont think you can, here is a "hack" way to do it
SKNode *nerdText = [SKNode node];
SKLabelNode *a = [SKLabelNode labelNodeWithFontNamed:#"Arial"];
a.fontSize = 16;
a.fontColor = [SKColor yellowColor];
SKLabelNode *b = [SKLabelNode labelNodeWithFontNamed:#"Arial"];
b.fontSize = 16;
b.fontColor = [SKColor yellowColor];
NSString *st1 = #"Line 1";
NSString *st2 = #"Line 2";
b.position = CGPointMake(b.position.x, b.position.y - 20);
a.text = st1;
b.text = st2;
[nerdText addChild:a];
[nerdText addChild:b];
nerdText.position = CGPointMake(150.0, 250.0);
[self addChild:nerdText];
I had the same problem. I created a drop-in replacement for SKLabelNode called DSMultilineLabelNode that supports word wrap, line breaks, etc. The underlying implementation draws the string into a graphics context and then applies that to a texture on an SKSpriteNode.
It's available on GitHub at:
https://github.com/downrightsimple/DSMultilineLabelNode
static func multipleLineText(labelInPut: SKLabelNode) -> SKLabelNode {
let subStrings:[String] = labelInPut.text!.componentsSeparatedByString("\n")
var labelOutPut = SKLabelNode()
var subStringNumber:Int = 0
for subString in subStrings {
let labelTemp = SKLabelNode(fontNamed: labelInPut.fontName)
labelTemp.text = subString
labelTemp.fontColor = labelInPut.fontColor
labelTemp.fontSize = labelInPut.fontSize
labelTemp.position = labelInPut.position
labelTemp.horizontalAlignmentMode = labelInPut.horizontalAlignmentMode
labelTemp.verticalAlignmentMode = labelInPut.verticalAlignmentMode
let y:CGFloat = CGFloat(subStringNumber) * labelInPut.fontSize
print("y is \(y)")
if subStringNumber == 0 {
labelOutPut = labelTemp
subStringNumber++
} else {
labelTemp.position = CGPoint(x: 0, y: -y)
labelOutPut.addChild(labelTemp)
subStringNumber++
}
}
return labelOutPut
}
As of iOS 11/ macOS 10.13, SKLabelNode has a numberOfLines property that behaves in a similar way to the one that UILabel has. By default it's set to 1. If you set it to zero, you can have an unlimited number of lines. See also lineBreakMode and preferredMaxLayoutWidth. I thought it was worth pointing this out here in case anyone arrives at this page before they see the Apple documentation. If your minimum build target is iOS 11/ macOS 10.13, you don't need the helper methods posted above.
Here is another five minute hack by yours truly. It's not too bad.
+(SKSpriteNode*)spritenodecontaininglabelsFromStringcontainingnewlines:(NSString*)text fontname:(NSString*)fontname fontcolor:(NSColor*)colorFont fontsize:(const CGFloat)SIZEFONT verticalMargin:(const CGFloat)VERTICALMARGIN emptylineheight:(const CGFloat)EMPTYLINEHEIGHT {
NSArray* strings = [text componentsSeparatedByString:#"\n"];
//DLog(#"string count: %lu", (unsigned long)strings.count);
NSColor* color = NSColor.clearColor;
#ifdef DEBUG
color = [NSColor colorWithCalibratedRed:1 green:0 blue:0 alpha:0.5];
#endif
SKSpriteNode* spritenode = [SKSpriteNode spriteNodeWithColor:color size:CGSizeMake(0, 0)];
CGFloat totalheight = 0;
CGFloat maxwidth = 0;
NSMutableArray* labels = [NSMutableArray array];
for (NSUInteger i = 0; i < strings.count; i++) {
NSString* str = [strings objectAtIndex:i];
const BOOL ISEMPTYLINE = [str isEqualToString:#""];
if (!ISEMPTYLINE) {
SKLabelNode* label = [SKLabelNode labelNodeWithFontNamed:fontname];
label.text = str;
label.fontColor = colorFont;
label.fontSize = SIZEFONT;
const CGSize SIZEOFLABEL = [label calculateAccumulatedFrame].size;
if (SIZEOFLABEL.width > maxwidth)
maxwidth = SIZEOFLABEL.width;
totalheight += SIZEOFLABEL.height;
[labels addObject:label];
}
else {
totalheight += EMPTYLINEHEIGHT;
[labels addObject:[NSNull null]];
}
if (i + 1 < strings.count)
totalheight += VERTICALMARGIN;
}
spritenode.size = CGSizeMake(maxwidth, totalheight);
//DLog(#"spritenode total size: %#", NSStringFromSize(spritenode.size));
CGFloat y = spritenode.size.height * 0.5;
const CGFloat X = 0;
for (NSUInteger i = 0; i < strings.count; i++) {
id obj = [labels objectAtIndex:i];
if ([obj isKindOfClass:SKLabelNode.class]) {
SKLabelNode* label = obj;
label.verticalAlignmentMode = SKLabelVerticalAlignmentModeTop;
label.position = ccp(X, y);
[spritenode addChild:label];
const CGSize SIZEOFLABEL = [label calculateAccumulatedFrame].size;
y -= SIZEOFLABEL.height;
}
else {
y -= EMPTYLINEHEIGHT;
}
if (i + 1 < labels.count)
y -= VERTICALMARGIN;
}
return spritenode;
}
Btw you will need
static inline CGPoint ccp( CGFloat x, CGFloat y )
{
return CGPointMake(x, y);
}
So after doing a bit of research I learned that SkLabelNode was not intended to have multiline strings involved. Since functionality is limited with SKLabelNode it makes more sense to simply use a UILabel to hold the place of your text. Learning how to smoothly implement UI elements into sprite kit has made life a whole lot easier. UI elements are created programmatically, and added to your scene by using
[self.view addsubview:(your UIelement)];
So all you have to do
1.Initialize an instance of the UIelement in this case a UIlabel
UILabel *label = [[UILabel alloc] initWithFrame:CGRectMake(50, 50, 100, 100)];
label.backgroundColor = [UIColor whiteColor];
label.textColor = [UIColor blackColor];
label.text = #"helllllllllo";
2. After you have created your UIelement just add it TO THE VIEW Using the method described above
3.I have found it important to note that UI elements and SK elements do not interact the same when it comes to positioning. There are some simple methods provided such as convertPointToView:
-(CGPoint)convertPointToView(CGPoint);
To help when it comes to converting points. I hope that helped Good Luck!
I wrote a solution for Swift 3.
An Xcode demo project is available on the open source GitHub project: https://github.com/benmorrow/Multilined-SKLabelNode
Here's the SKLabelNode extension:
extension SKLabelNode {
func multilined() -> SKLabelNode {
let substrings: [String] = self.text!.components(separatedBy: "\n")
return substrings.enumerated().reduce(SKLabelNode()) {
let label = SKLabelNode(fontNamed: self.fontName)
label.text = $1.element
label.fontColor = self.fontColor
label.fontSize = self.fontSize
label.position = self.position
label.horizontalAlignmentMode = self.horizontalAlignmentMode
label.verticalAlignmentMode = self.verticalAlignmentMode
let y = CGFloat($1.offset - substrings.count / 2) * self.fontSize
label.position = CGPoint(x: 0, y: -y)
$0.addChild(label)
return $0
}
}
}
Here's how you use it:
let text = "hot dogs\ncold beer\nteam jerseys"
let singleLineMessage = SKLabelNode()
singleLineMessage.fontSize = min(size.width, size.height) /
CGFloat(text.components(separatedBy: "\n").count) // Fill the screen
singleLineMessage.verticalAlignmentMode = .center // Keep the origin in the center
singleLineMessage.text = text
let message = singleLineMessage.multilined()
message.position = CGPoint(x: frame.midX, y: frame.midY)
message.zPosition = 1001 // On top of all other nodes
addChild(message)
Here's what the app looks like:
The alternative is to create a bitmap version of the text, then use the resulting image with a SKSpriteNode.
It's easier than it sounds.
An example, assume we have a string or an attributed string and a CGSize variable with the size of the resulting text area.
CGColorSpaceRef rgbColorSpace = CGColorSpaceCreateDeviceRGB();
// Assuming size is in actual pixels. Multiply size by the retina scaling
// factor if not.
CGContextRef context = CGBitmapContextCreate(NULL, (size_t)round(size.width), (size_t)round(size.height), 8, (size_t)round(size.width) * 4, rgbColorSpace, (CGBitmapInfo)kCGImageAlphaPremultipliedLast);
CGColorSpaceRelease(rgbColorSpace);
// Draw text, potentially flipping the coordinate system before
// (depending on methods you use).
// Make sure that you draw the font twice as big for retina.
// E.g. [#"My text" drawInRect:rect withAttributes:attr];
// Once we have drawn the text, simply extract the image and
// Make a texture from it.
CGImageRef image = CGBitmapContextCreateImage(context);
SKTexture *texture = [SKTexture textureWithCGImage:image];
CGImageRelease(image);
CGContextRelease(context);
// Texture created, so make a sprite node to use it.
SKSpriteNode *node = [self node];
node.texture = texture;
// Set the node size to the size in non-retina pixels, so if size was with
// scale factor already multiplied in, then we would need to divide by the scale
// factor.
node.size = size;
Here just to contribute my solution. I find myself wanting the same thing - to make multilines of SKLabelNode from a long string. Creating it one by one and manually positioning them is non practical. So I made an easier way to make multiline SKLabelNode. This method uses SKLabelNodes (and not capturing text into image).
Please see my solution if you are interested:
http://xcodenoobies.blogspot.com/2014/12/multiline-sklabelnode-hell-yes-please-xd.html
The result:
Lots of nice solutions here, but I didn't see any written in swift, so here we go. this function will take in one long string, and break it up where you place \n characters.
func createMultiLineText(textToPrint:String, color:UIColor, fontSize:CGFloat, fontName:String, fontPosition:CGPoint, fontLineSpace:CGFloat)->SKNode{
// create node to hold the text block
var textBlock = SKNode()
//create array to hold each line
let textArr = textToPrint.componentsSeparatedByString("\n")
// loop through each line and place it in an SKNode
var lineNode: SKLabelNode
for line: String in textArr {
lineNode = SKLabelNode(fontNamed: fontName)
lineNode.text = line
lineNode.fontSize = fontSize
lineNode.fontColor = color
lineNode.fontName = fontName
lineNode.position = CGPointMake(fontPosition.x,fontPosition.y - CGFloat(textBlock.children.count ) * fontSize + fontLineSpace)
textBlock.addChild(lineNode)
}
// return the sknode with all of the text in it
return textBlock
}
So I know this question is a little older, but just incase any comes back to it like I have, there's now a property preferredMaxLayoutWidth that you can use in conjunction with lineBreakMode and numberOfLines:
Example:
let longMessage = "Super super super super super super super super super long text"
let label = SKLabelNode(fontNamed: "Thonburi")
label.text = longMessage
label.fontSize = 24
label.fontColor = SKColor.black
// set preferredMaxLayoutWidth to the width of the SKScene
label.preferredMaxLayoutWidth = size.width
label.lineBreakMode = .byWordWrapping
label.numberOfLines = 0
addChild(label)
Like several others I have implemented a solution to this problem myself. It's a simple SKLabelNode subclass which can be used as a replacement for the regular SKLabelNode. I find subclassing the best approach for this functionality as I use it "everywhere" "all" the time...
The whole thing is available at github (for anyone interested) but the main gist is as follows: It separates the string and creates regular SKLabelNode instances and ads these as children of the node. This is done whenever setText: is invoked:
- (void)setText:(NSString *)text{
self.subNodes = [self labelNodesFromText:text];
[self removeAllChildren];
for (SKLabelNode *childNode in self.subNodes) {
[self addChild:childNode];
}
_text = #""; // (synthesized in the implementation)
}
The label subnodes are created here:
- (NSArray *)labelNodesFromText:(NSString *)text{
NSArray *substrings = [text componentsSeparatedByString:#"\n"];
NSMutableArray *labelNodes = [[NSMutableArray alloc] initWithCapacity:[substrings count]];
NSUInteger labelNumber = 0;
for (NSString *substring in substrings) {
SKLabelNode *labelNode = [SKLabelNode labelNodeWithFontNamed:self.fontName];
labelNode.text = substring;
labelNode.fontColor = self.fontColor;
labelNode.fontSize = self.fontSize;
labelNode.horizontalAlignmentMode = self.horizontalAlignmentMode;
labelNode.verticalAlignmentMode = self.verticalAlignmentMode;
CGFloat y = self.position.y - (labelNumber * self.fontSize * kLineSpaceMultiplier); // kLineSpaceMultiplier is a float constant. 1.5 is the value I have chosen
labelNode.position = CGPointMake(self.position.x, y);
labelNumber++;
[labelNodes addObject:labelNode];
}
return [labelNodes copy];
}
As you might have noticed I also have a property subNodes (array). This comes in handy elsewhere as the full implementation also allows for changing any of properties with the regular SKLabelNode syntax. (Text, fontName, fontSize, alignment etc.)
If anyone is interested, I've created a better SKLabelNode called SKLabelNodePlus that has multi-line support like Chris Allwein's but also has other features I find pretty useful.
Check it out on GitHub:
https://github.com/MKargin0/SKLabelNodePlus
Using https://github.com/downrightsimple/DSMultilineLabelNode and How to write text on image in Objective-C (iOS)? for reference this is what I did for a quick and dirty way to get a text-wrapping SKNode (Xcode 7.1.1):
-(SKNode*)getWrappingTextNode:(NSString*)text maxWidth:(CGFloat)width {
UIImage *img = [self drawText:text widthDimension:width];
return [SKSpriteNode spriteNodeWithTexture:[SKTexture textureWithImage:img]];
}
-(UIImage*)drawText:(NSString*)text widthDimension:(CGFloat)width {
NSMutableParagraphStyle *paragraphStyle = [[NSParagraphStyle defaultParagraphStyle] mutableCopy];
paragraphStyle.lineBreakMode = NSLineBreakByWordWrapping;
paragraphStyle.alignment = NSTextAlignmentLeft; //or whatever alignment you want
UIFont *font = [UIFont fontWithName:#"Verdana" size:22]; //or whatever font you want
NSDictionary *att = #{NSFontAttributeName:font, NSParagraphStyleAttributeName: paragraphStyle};
//using 800 here but make sure this height is greater than the potential height of the text (unless you want a max-height I guess but I did not test max-height)
CGRect rect = [text boundingRectWithSize:CGSizeMake(width, 800) options:NSStringDrawingUsesLineFragmentOrigin attributes:att context:nil];
UIGraphicsBeginImageContextWithOptions(rect.size, NO, 0.0f);
[text drawInRect:rect withAttributes:att];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
Here is a quick and easy function I wrote to just make life easier.
Step 1) Pass in a string, get a SKSpriteNode.
Step 2) Add sprite node to scene.
/******************************************************************************/
- (SKSpriteNode*) ConvertString: (NSString*) str
WithFontSize: (NSInteger) font_size
ToParagraphWithSize: (CGSize) para_size
{
SKSpriteNode* paragraph = [[SKSpriteNode alloc] initWithColor: [SKColor clearColor]
size: para_size];
// Set the anchor point to the top left corner. This is where English
// paragraphs usually start
paragraph.anchorPoint = CGPointMake(0,1);
// Create an array to hold multilple sub strings. These sub strings will
// become multiple SKLabels that will be added to the paragraph sprite node
// created above
NSMutableArray* str_arr = [[NSMutableArray alloc] init];
// Lets separate words by a single space.
NSArray* word_arr = [str componentsSeparatedByString:#" "];
// 50% is an approximate character height to width ratio. Change this
// number to adjust the number of characters per line you would like.
// Increase it if you have a lot of capitol W's
float est_char_width = font_size * 0.50;
NSInteger num_char_per_line = para_size.width / est_char_width;
// For every word in the original string, make sure it fits on the line
// then add it to the string array.
NSString* temp_str = #"";
for (NSString* word in word_arr)
{
if ((NSInteger)word.length <= num_char_per_line - (NSInteger)temp_str.length)
{
temp_str = [NSString stringWithFormat:#"%# %#", temp_str, word];
}
else
{
[str_arr addObject: temp_str];
temp_str = word;
}
}
[str_arr addObject: temp_str];
// For every sub string, create a label node and add it to the paragraph
for (int i = 0; i < str_arr.count; i++)
{
NSString* sub_str = [str_arr objectAtIndex: i];
SKLabelNode* label = [self CreateLabelWithText: sub_str];
label.fontSize = 14;
label.position = CGPointMake(0, -(i+1) * font_size);
[paragraph addChild: label];
}
return paragraph;
}
/******************************************************************************/
- (SKLabelNode*) CreateLabelWithText: (NSString*) str
{
enum alignment
{
CENTER,
LEFT,
RIGHT
};
SKLabelNode* label;
label = [SKLabelNode labelNodeWithFontNamed:#"ChalkboardSE-Light"];
label.name = #"label_name";
label.text = str;
label.zPosition = 1;
label.horizontalAlignmentMode = LEFT;
label.fontColor = [SKColor whiteColor];
return label;
}
I have written a utility method to take a string and divide it up into an array of strings with a given maximum length. It automatically ends each line with a whole word and removes leading whitespace. Hope it helps somebody!
- (NSArray*)linesFromString:(NSString*)string withMaxLineLength:(int)maxLineLength;
{
NSMutableArray *lines = [NSMutableArray arrayWithCapacity:1];
BOOL gotLine = NO;
BOOL doneFormat = NO;
BOOL endOfString = NO;
int innerLoops = 0;
int outerLoops = 0;
int lineIndex = 0;
int currentStringIndex = 0;
int stringLength = (int)[string length];
int rangeLength = maxLineLength;
NSString *line;
NSString *testChar;
NSString *testChar2;
while (!doneFormat) {
outerLoops++;
while (!gotLine) {
endOfString = NO;
innerLoops++;
line = [string substringWithRange:NSMakeRange(currentStringIndex, rangeLength)];
testChar = [line substringWithRange:NSMakeRange(0, 1)];
if (currentStringIndex + rangeLength > [string length] - 1) {
endOfString = YES;
} else {
testChar2 = [string substringWithRange:NSMakeRange(currentStringIndex + rangeLength, 1)];
}
//If the line starts with a space then advance 1 char and try again.
if ([testChar isEqualToString:#" "]) {
currentStringIndex++;
// If we were at the end of the string then reduce the rangeLength as well.
if (endOfString) {
rangeLength--;
}
// else, if this line ends at the end of a word (or the string) then it's good. ie next char in the string is a space.
} else if ([testChar2 isEqualToString:#" "] || endOfString) {
gotLine = YES;
currentStringIndex += [line length];
// else, make the line shorter by one character and try again
} else if (rangeLength > 1){
rangeLength--;
// Otherwise the word takes up more than 1 line so use it all.
} else {
line = [string substringWithRange:NSMakeRange(currentStringIndex, maxLineLength)];
currentStringIndex += [line length];
gotLine = YES;
}
// Make sure we're not stuck in an endless loop
if (innerLoops > 1000) {
NSLog(#"Error: looped too long");
break;
}
}
// If we processed a line, and the line is not nil, add it to our array.
if (gotLine && line) {
[lines insertObject:line atIndex:lineIndex];
lineIndex++;
}
// Reset variables
rangeLength = maxLineLength;
gotLine = NO;
// If the current index is at the end of the string, then we're done.
if (currentStringIndex >= stringLength) {
doneFormat = YES;
// If we have less than a full line left, then reduce the rangeLength to avoid throwing an exception
} else if (stringLength - (currentStringIndex + rangeLength) < 0) {
rangeLength = stringLength - currentStringIndex;
}
// Make sure we're not stuck in an endless loop
if (outerLoops > 1000) {
NSLog(#"Error: Outer-looped too long");
break;
}
}
return lines;
}
And then I just call it and create some label nodes to add to my layer node as follows. I'm aligning my line labels underneath and with the left edge of button2, so it all lines up left justified.
CGFloat fontSize = 30.0f;
int lineCount;
NSString *description = [product localizedDescription];
NSString *line;
NSArray *lines = [self linesFromString:description withMaxLineLength:43];
if (lines) {
lineCount = (int)[lines count];
for (int i = 0; i < lineCount; i++) {
line = [lines objectAtIndex:i];
// Create a new label for each line and add it to my SKSpriteNode layer
SKLabelNode *label = [SKLabelNode labelNodeWithFontNamed:#"Superclarendon-Black"];
label.text = line;
label.fontSize = fontSize;
label.scale = 1.0f;
label.name = #"lineLabel";
label.fontColor = [UIColor blackColor];
label.horizontalAlignmentMode = SKLabelHorizontalAlignmentModeLeft;
label.position = CGPointMake(button2.position.x - button2.size.width * 0.5f, button2.position.y - button2.size.height - i * fontSize * 1.1);
[layer addChild:label];
}
}
In the scene editor, change the SKLabelNode's text to attributed in the attributes inspector in the right pane, as shown below.
Doing so will give you very much freedom to customize the text that is displayed without having to create multiple SKLabelNode instances or a UIImage. For instance, you can create a paragraph as shown below.
For programmatic interaction, use the attributedString property of the label node to add custom attributes.
label.numberOfLines = 0 //equates to multiple lines
label.numberOfLines.preferredMaxLayoutWidth = screenWidth
I have UITextfield that is set to show only 1 character upon initialization, however I use constraints to make the field be able to expand as needed.
My constraint:
#"H:[txtField(<=80)]-14-|
When I set the textField via the text attribute it resizes perfectly, however when I try and enter it in via the keyboard the best I can get is to use sizeToFit inside the shouldChangeCharactersInRange...which kind of works but instead of the dollar amount moving inward to the left on the iphone it moves outward to the right and off the screen.
How would I make it move inward to the left?
I ended up using this little bit I found on StackOverflow in the
shouldChangeCharactersInRange
double currentValue;
NSString *str;
if(![textField.text length]){
str = #"$ 0.00";
}else{
str = textField.text;
}
currentValue = [[str substringFromIndex:1] doubleValue];
double cents = round(currentValue * 100.0f);
if ([string length]) {
for (size_t i = 0; i < [string length]; i++) {
unichar c = [string characterAtIndex:i];
if (isnumber(c)) {
cents *= 10;
cents += c - '0';
}
}
} else {
// back Space
cents = floor(cents / 10);
}
textField.text = [NSString stringWithFormat:#"%.2f", cents / 100.0f];
//Add this line
[textField setText:[NSString stringWithFormat:#"$%#",[textField text]]];
return NO;