Objective C - Unwanted black background behind circle - objective-c

I'm trying to draw a green circle using drawRect but I'm getting a black background in the rectangle area around the green circle.
I need bounding rectangle's fill to be transparent.
Here my DrawCircle class:
- (void)drawRect:(CGRect)rect {
UIBezierPath *ballBezierPath = [UIBezierPath rect];
[[UIColor greenColor] setFill];
[ballBezierPath stroke];
self.opaque = NO;
self.backgroundColor = [UIColor clearColor];
}
My research indicated that adding the last two lines for setting opaque and backgroundColor would fix the issue, but it still doesn't work.
Here's where I'm adding the sub view in my ViewController's viewDidLoad method:
CGRect positionFrame = CGRectMake(160,160,200,200);
DrawCircle *drawBallView = [[DrawCircle alloc] initWithFrame:positionFrame];
[view1 addSubview:drawBallView];
Have I missed something or is there a different approach I can take?

There are a few problems with your current approach:
the properties are set too late, after you are actually drawing
you are setting those properties on each draw now, they only need to be set once
changing properties could trigger a redraw, and you'll end up redrawing over and over
you are overwriting drawRect: without a call to super. To make the backgroundColor work to either fill the rectangle yourself with that color, or have the superclass do it.
Move your view configuration to the initializers, drawRect is not a good to do any of that. Implement initWithFrame and initWithCoder (to support Interface Builder.
- (id) initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self) {
[self setupView];
}
return self;
}
- (id) initWithCoder:(NSCoder *)aDecoder {
self = [super initWithCoder:aDecoder];
if (self) {
[self setupView];
}
return self;
}
- (void) setupView {
self.opaque = NO;
self.backgroundColor = [UIColor clearColor];
}

Related

Drawing issues after subclassing NSCollectionView

OK, here's what I have done:
I have an NSCollectionView
I wanted to be able to enable "selecting" items, and drawing a custom border when an items is selected
I subclassed NSCollectionViewItem (to enable selection)
I subclassed NSView for the NSCollectionViewItem view, in order to draw the border
The code
The view item
#implementation MSLibraryCollectionViewItem
- (void)setSelected:(BOOL)flag
{
[super setSelected:flag];
[(MSLibraryCollectionViewView*)[self view] setSelected:flag];
[(MSLibraryCollectionViewView*)[self view] setNeedsDisplay:YES];
}
The custom view
#implementation MSLibraryCollectionViewView
/***************************************
Initialisation
***************************************/
- (MSLibraryCollectionViewView*)initWithFrame:(NSRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code here.
}
return self;
}
/***************************************
Drawing
***************************************/
- (void)drawRect:(NSRect)rect
{
if ([self selected]) {
//[[NSColor redColor] setFill];
//NSRectFill(rect);
//[super drawRect:rect];
NSColor* gS = [NSColor colorWithCalibratedRed:0.06 green:0.45 blue:0.86 alpha:1.0];
NSColor* gE = [NSColor colorWithCalibratedRed:0.12 green:0.64 blue:0.94 alpha:1.0];
NSGradient* g = [[NSGradient alloc] initWithStartingColor:gE endingColor:gS];
NSColor *borderColor = [NSColor colorFromGradient:g];
NSRect frameRect = [self bounds];
if(rect.size.height < frameRect.size.height)
return;
NSRect newRect = NSMakeRect(rect.origin.x+5, rect.origin.y+5, rect.size.width-10, rect.size.height-10);
NSBezierPath *textViewSurround = [NSBezierPath bezierPathWithRoundedRect:newRect xRadius:7 yRadius:7];
[textViewSurround setLineWidth:2.0];
[borderColor set];
[textViewSurround stroke];
}
}
However, the seems to be something wrong with drawing. For example:
When resizing the Collection View's container, a weird line appears at the outer box
When an Collection View item is not 100% visible (e.g. because it's been scrolled down), the selection border doesn't appear at all (while I would expect it to draw just the visible portion).
Some Examples
What's going on?
P.S. I'm not a guru with drawing and custom views in Cocoa - so any ideas/help is more than welcome!
You switched from asking about a collection view to talking about an outline view, but I assume that was just a mental hiccup.
When an Outline View item is not 100% visible (e.g. because it's been scrolled down), the selection border doesn't appear at all
(while I would expect it to draw just the visible portion).
That's because of this code in your -drawRect:.
if(rect.size.height < frameRect.size.height)
return;
It's specifically avoiding drawing a partial selection outline.
Regarding the weird line, I doubt that has to do with your collection item view's custom drawing. Does it stop happening if you disable the custom drawing? You could experiment with using an ordinary color rather than using the third-party +colorFromGradient: code you're using.
By the way, this line:
NSRect newRect = NSMakeRect(rect.origin.x+5, rect.origin.y+5, rect.size.width-10, rect.size.height-10);
could be written more simply as:
NSRect newRect = NSInsetRect(rect, 5, 5);

EXC_BAD_ACCESS while addingAnnotations in MKMapView

I am calling a web service that returns an array of annotations in a delegate method that I am adding to my map with the addAnnotations method for a MKMapView. Everything goes swimmingly until the delegate method send two arrays in quick succession (usually about 150ms - 500ms) and then I get a EXC_BAD_ACCESS (code=1 address 0x20) on this line [kMap addAnnotations:tileArray]; - This appears to be a memory issue but i am not really sure what to do how it or how to change my code to address it.
Here is the delegate method
-(void)rebelBaseManager:(RebelBaseManager *)manager didUpdateTileHour:(NSArray *)tileArray boundaryBreak:(NSString *)breakType atTileLevel:(int)callTileLevel {
if (timerStarted == NO) {
[self startTimer];
}
//Check for tileLevel in case multiple calls were made at different tile levels
if (tileLevel == callTileLevel) {
[kMap addAnnotations:tileArray];
[HourInMap addObjectsFromArray:tileArray];
}
}
I also added a method to allow me to animate the removal of annotations which is below in case it makes a difference:
- (void)removeAnnotationsWithFade:(NSArray *)annotations animated:(BOOL)shouldAnimate {
if (!shouldAnimate)
[self removeAnnotations:annotations];
else {
for (HourAnnotation *annotation in annotations) {
MKAnnotationView *annotationView = [self viewForAnnotation:annotation];
[UIView animateWithDuration:2
animations:^{
annotationView.alpha =0;
}completion:^(BOOL finished) {
[self removeAnnotation:annotation];
}];
}
}
--------- ADDITION ---------
Adding in my code from a custom annotation in response to #3 in Rob's answer below.
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
}
return self;
}
- (id)initWithHourAnnotation:(HourAnnotation *)hourAnnotation reuseIdentifier:(NSString *)reuseIdentifier {
CGRect myFrame = self.frame;
myFrame.size.width = hourAnnotation.frameSize;
myFrame.size.height = hourAnnotation.frameSize;
self = [super initWithFrame:myFrame];
//When I use this here I seem to get the frame and color of the old annotation displayed
//self = [super initWithAnnotation:velocityAnnotation reuseIdentifier:reuseIdentifier];
if (self)
{
self.layer.cornerRadius = self.frame.size.width / 2;
self.clipsToBounds = YES;
[self setBackgroundColor:[UIColor clearColor]];
NSArray *alphaValue = [[NSArray alloc]initWithArray:[self alphaForTileLevel]];
self.fillColor = [UIColor colorWithHue:hourAnnotation.color saturation:.06 brightness:.23 alpha:[[alphaValue objectAtIndex:hourAnnotation.tileLevel-1]doubleValue]];
self.strokeColor = [UIColor colorWithHue:hourAnnotation.color saturation:.06 brightness:.23 alpha:.35];
self.enabled = NO;
self.canShowCallout = NO;
self.userInteractionEnabled = NO;
}
return self;
}
- (void)drawRect:(CGRect)rect
{
UIBezierPath *path = [UIBezierPath bezierPathWithOvalInRect:rect];
[self.fillColor set];
[path fill];
[self.strokeColor set];
[path setLineWidth:2.0f];
[path stroke];
}
A couple of thoughts.
You're not showing where you are calling this removeAnnotationsWithFade. We have to assume that you're removing the appropriate model objects. use instruments to confirm that you're not leaking anywhere.
If the app is crashing when removing with fade, but not crashing without fade, then you might consider refactoring this code. Specifically, your animation code isn't actually removing the old animations until the completion block (i.e. two seconds later). Thus you are holding on to old annotations longer than needed. And if the annotations are coming in fast and furious, you could run into memory problems.
If you, for example, used transitionWithView:mapView instead, just removing the annotations directly, you might be freeing memory associated with the old annotations more quickly. It's a less elegant animation, but might be "good enough" and minimize your peak memory usage:
// this will immediately remove the annotations, but animate the fading of the transition
[UIView transitionWithView:self.mapView duration:2.0 options:UIViewAnimationOptionTransitionCrossDissolve animations:^{
[self.mapView removeAnnotations:annotations];
} completion:nil];
// presumably remove the annotations from your array, too
Is your viewForAnnotation dequeuing old annotation views and only instantiating new ones if it couldn't dequeue an old one, or is it always instantiating new ones? Stuff like that might help control peak memory usage, too.

UIButton displaying a triangle

I have a UIButton and i want it to display a triangle. Is there a function to make it a triangle? Since im not using a UIView class im not sure how to make my frame a triangle.
ViewController(m):
- (IBAction)makeTriangle:(id)sender {
UIView *triangle=[[UIView alloc] init];
triangle.frame= CGRectMake(100, 100, 100, 100);
triangle.backgroundColor = [UIColor yellowColor];
[self.view addSubview: triangle];
Do i have to change my layer or add points and connect them to make a triangle with CGRect?
If im being unclear or not specific add a comment. Thank you!
A button is a subclass of UIView, so you can make it any shape you want using a CAShape layer. For the code below, I added a 100 x 100 point button in the storyboard, and changed its class to RDButton.
#interface RDButton ()
#property (strong,nonatomic) UIBezierPath *shape;
#end
#implementation RDButton
- (id)initWithCoder:(NSCoder *)aDecoder
{
self = [super initWithCoder:aDecoder];
if (self) {
self.titleEdgeInsets = UIEdgeInsetsMake(30, 0, 0, 0); // move the title down to make it look more centered
self.shape = [UIBezierPath new];
[self.shape moveToPoint:CGPointMake(0,100)];
[self.shape addLineToPoint:CGPointMake(100,100)];
[self.shape addLineToPoint:CGPointMake(50,0)];
[self.shape closePath];
CAShapeLayer *shapeLayer = [CAShapeLayer layer];
shapeLayer.path = self.shape.CGPath;
shapeLayer.fillColor = [UIColor yellowColor].CGColor;
shapeLayer.strokeColor = [UIColor blueColor].CGColor;
shapeLayer.lineWidth = 2;
[self.layer addSublayer:shapeLayer];
}
return self;
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
if ([self.shape containsPoint:[touches.anyObject locationInView:self]])
[super touchesBegan:touches withEvent:event];
}
The touchesBegan:withEvent: override restricts the action of the button to touches within the triangle.
A view's frame is always a rect, which is a rectangle. Even if you apply a transform to it so it no longer looks like a rectangle, the view.frame property will still be a rectangle -- just the smallest possible rectangle that contains the new shape you have produced.
So if you want your UIButton to look like a triangle, the simplest solution is probably to set its type to UIButtonTypeCustom and then to set its image to be a png which shows a triangle and is transparent outside of the triangle.
Then the UIButton itself will actually be rectangle, but will look like a triangle.
If you want to get fancy, you can also customize touch delivery so that touches on the transparent part of the PNG are not recognized (as I believe they would be by default), but that might be a bit trickier.

CALayer - clear internal rendering context in favor of custom drawing code

When subclassing an CALayer and implementing the drawInContext method, I would assume that any drawing I do within there is all that will show up, but instead if I set (for example) borderWidth/borderColor then CALayer will draw a border on it's own above all my custom drawing code.
This is a CALayer subclass:
#implementation MyCustomCALayer
- (id)init
{
self = [super init];
if(self)
{
[self setNeedsDisplayOnBoundsChange:YES];
}
return self;
}
- (void)drawInContext:(CGContextRef)context
{
CGRect rect = CGContextGetClipBoundingBox(context);
CGContextSetFillColorWithColor(context, [UIColor redColor].CGColor);
CGContextFillRect(context, rect);
}
#end
Created in a UIView something like:
- (void)ensureLayer
{
if(myLayer)
return;
myLayer = [[[MyCustomCALayer alloc] init] autorelease];
myLayer.borderColor = [UIColor greenColor].CGColor;
myLayer.borderWidth = 1;
myLayer.frame = CGRectMake(0, 0, self.frame.size.width, self.frame.size.height);
}
- (void)layoutSublayersOfLayer:(CALayer *)layer
{
[super layoutSublayersOfLayer:layer];
[self ensureLayer];
if(![[layer.sublayers objectAtIndex:0] isEqual:myLayer])
[layer insertSublayer:myLayer atIndex:0];
}
What happens, is the MyCustomCALayer fills a rectangle with red, this is what I would expect to see and nothing else, since i've implemented the drawInContext method, but instead I see a red rectangle with a green border on top, always on top, i've tried just about every combination I can think of to get rid of the green border being drawn and cannot figure it out.
My reasoning is I would like to use the borderWidth and borderColor and other properties of the CALayer instead of creating my own properties, because the code that I need to draw contains a border, a fill, etc... but the rendering I need to do is not a simple shape. So the only way i've found around this is to set the borderWidth to 0 and add my own property to my subclass, like myBorderWidth, which is ridiculous.
This is done with the latest iOS SDK, but i'd imagine it's the same for Mac.
Hope this makes sense, any thoughts?
Thanks!
You’re out of luck; CoreAnimation doesn’t support overriding its implementation of rendering for the basic layer properties. Please do file a bug.

CGAffineTransformMakeScale Makes UIView Jump to Original Size before scale

I have a UIView that I set up to respond to pinch gestures and change its size, except, once you enlarge it and then try and pinch it again, it jumps to its original size (which just so happens to be 100x200). Here is the code:
#implementation ChartAxisView
- (id)initWithFrame:(CGRect)frame {
if ((self = [super initWithFrame:frame])) {
// do gesture recognizers
UIPinchGestureRecognizer *pinch = [[UIPinchGestureRecognizer alloc] initWithTarget:self action:#selector(onPinch:)];
[self addGestureRecognizer:pinch];
[pinch release];
}
return self;
}
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
CGColorRef redColor = [UIColor colorWithRed:1.0 green:0.0 blue:0.0 alpha:1.0].CGColor;
CGContextSetFillColorWithColor(context, redColor);
CGContextFillRect(context, self.bounds);
}
- (void)onPinch: (UIPinchGestureRecognizer*) gesture {
self.transform = CGAffineTransformMakeScale(gesture.scale, gesture.scale);
}
- (void)dealloc {
[super dealloc];
}
#end
Any thoughts?
So there are two types of Scale (or, transform in general) functions: CGAffineTransformMakeScale and CGAffineTransformScale
The first one, CGAffineTransformMakeScale which you are using, always transforms with respect to the image's original size. And that is why you see the jump to its original size before the scaling happens.
The second one, CGAffineTransformScale, transforms from the image's current position. This is what you need. For this, it requires an additional 'transform' arg. The 'transform' arg in your case represents the enlarged image.
Read this very informative blog post about transformations.
- (void)onPinch: (UIPinchGestureRecognizer*) gesture {
if ([gesture state] == UIGestureRecognizerStateBegan)
{
curTransform = self.transform;
}
self.transform = CGAffineTransformScale(curTransform,gesture.scale, gesture.scale);
}
use CGAffineTransformScale instead of CGAffineTransformMakeScale
you will need a member -> CGAffineTransform curTransform;
;)
you can set transform with following code:
ivClone setTransform:CGAffineTransformMakeScale(scale, scale)];
and you can get current transform with following coee:
newV.transform.a //x scale
newV.transform.d // y scale