How to lower a UIView element in a SpriteKit scene - objective-c

I have a regular SpriteKit scene. In fact it is the default scene created from "Sprite Kit" which draws spaceships.
I would like to draw on the background.
I have successfully added a UIImageView as a subview of the main skView. I can draw on this with lines and such.
But I can't seem to succesfully put the UIImageView behind the main skview.
How can I do this? Here is my sample code.
(In the UIImageView I'm just drawing random lines every 0.1 seconds.)
#implementation GameViewController
- (void)viewDidLoad
{
[super viewDidLoad];
// Configure the view.
SKView * skView = (SKView *)self.view;
// skView.showsFPS = YES;
// skView.showsNodeCount = YES;
/* Sprite Kit applies additional optimizations to improve rendering performance */
//skView.ignoresSiblingOrder = YES;
// Create and configure the scene.
GameScene *scene = [GameScene unarchiveFromFile:#"GameScene"];
scene.scaleMode = SKSceneScaleModeAspectFill;
[skView presentScene:scene];
}
-(void)viewWillLayoutSubviews{
self.imageView = [UIImageView new];
self.imageView.frame = self.view.frame;
[self.view addSubview:self.imageView];
[self startRepeatingTimer];
}
-(void)viewDidLayoutSubviews{
// this doesn't work. was just trying it out.
int i = [[self.view subviews] count];
[self.view exchangeSubviewAtIndex:0 withSubviewAtIndex:i-1];
}
///// DRAW RANDOM LINES EVERY 0.1 SECONDS ON THE UIIMAGEVIEW SUBVIEW
- (IBAction)startRepeatingTimer {
[self.repeatingTimer invalidate];
self.repeatingTimer = [NSTimer scheduledTimerWithTimeInterval:0.1 target:self selector:#selector(drawOnImage:) userInfo:nil repeats:YES];
}
- (void)drawOnImage:(NSTimer*)theTimer {
//setup
float w = self.view.frame.size.width;
float h = self.view.frame.size.height;
UIGraphicsBeginImageContextWithOptions(self.view.frame.size,NO,0.0);
[self.imageView.image drawInRect:CGRectMake(0, 0, w, h)];
CGContextRef c = UIGraphicsGetCurrentContext();
//draw
CGContextMoveToPoint(c, drand48()*w,drand48()*h);
CGContextAddLineToPoint(c, drand48()*w,drand48()*h);
CGContextSetLineCap(c, kCGLineCapRound);
CGContextSetLineWidth(c, 1.0f );
CGContextSetRGBStrokeColor(c, drand48(), drand48(), drand48(), 1.0);
CGContextStrokePath(c);
// set the image
self.imageView.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
}

Here's a SpriteKit-friendly way to draw random lines on a background image. The basic steps are
Create a blank image
Convert the image to an SKTexture
Create a sprite with the texture
Draw a random line on the image
Update the sprite's texture with the image
Wait for 0.1 seconds
Iterate over steps 4-6
In GameScene.m, add the following
-(void)didMoveToView:(SKView *)view {
self.scaleMode = SKSceneScaleModeResizeFill;
// 1. Create an empty UIImage
self.image = [self blankImageWithSize:view.frame.size];
// 2. Convert the image to a texture
SKTexture *texture = [SKTexture textureWithImage:_image];
// 3. Create a sprite from the texture
SKSpriteNode *sprite = [SKSpriteNode spriteNodeWithTexture:texture];
// Center the sprite in the view
sprite.position = CGPointMake(CGRectGetMidX(view.frame), CGRectGetMidY(view..frame));
// Set zPosition such that the sprite is underneath other nodes
sprite.zPosition = -1000;
[self addChild:sprite];
self.sprite = sprite;
// 4. and 5. Create an SKAction that draw lines on the image and then update the
// sprite's texture
SKAction *drawAction = [SKAction runBlock:^{
[self drawOnImage];
_sprite.texture = [SKTexture textureWithImage:_image];
}];
// 6. create a 0.1 second delay
SKAction *wait = [SKAction waitForDuration:0.1];
SKAction *action = [SKAction sequence:#[drawAction,wait]];
// 7. Iterate
[self runAction:[SKAction repeatActionForever:action]];
// Create a label and add it to the scene to show the image is
// in the background
SKLabelNode *myLabel = [SKLabelNode labelNodeWithFontNamed:#"Chalkduster"];
myLabel.text = #"Hello, World!";
myLabel.fontSize = 65;
myLabel.position = CGPointMake(CGRectGetMidX(view.frame), CGRectGetMidY(view..frame));
[self addChild:myLabel];
}
This method creates a blank image
- (UIImage*) blankImageWithSize:(CGSize)size
{
UIGraphicsBeginImageContext(size);
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;
}
This method draws lines on the image
- (void)drawOnImage {
//setup
float w = _image.size.width;
float h = _image.size.height;
UIGraphicsBeginImageContextWithOptions(_image.size,NO,0.0);
[_image drawInRect:CGRectMake(0, 0, w, h)];
CGContextRef c = UIGraphicsGetCurrentContext();
//draw
CGContextMoveToPoint(c, drand48()*w,drand48()*h);
CGContextAddLineToPoint(c, drand48()*w,drand48()*h);
CGContextSetLineCap(c, kCGLineCapRound);
CGContextSetLineWidth(c, 1.0f );
CGContextSetRGBStrokeColor(c, drand48(), drand48(), drand48(), 1.0);
CGContextStrokePath(c);
// set the image
_image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
}

Related

I can't draw continuous lines on another image using PAN GESTURE

The code which I used to draw on images is as given below, I am using panGesture to find where the user touches. Now when I use this code the lines the user draws comes as points when i am moving my hands over the image very fast.
UIGraphicsBeginImageContextWithOptions((self.thatsMyImage.frame.size), NO, 0.0);
[self.selfieImage.image drawInRect:CGRectMake(0,0,self.thatsMyImage.frame.size.width, self.thatsMyImage.frame.size.height)];
[[UIColor whiteColor] set];
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), from.x, from.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), to.x , to.y);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 10.0f);
CGContextStrokeEllipseInRect(UIGraphicsGetCurrentContext(), CGRectMake(to.x, to.y,10,10));
CGContextSetFillColor(UIGraphicsGetCurrentContext(), CGColorGetComponents([[UIColor blueColor] CGColor]));
CGContextFillPath(UIGraphicsGetCurrentContext());
CGContextStrokePath(UIGraphicsGetCurrentContext());
self.thatsMyImage.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
This is the method which is being called when panGesture is detected.
-(void)freeFormDrawing:(UIPanGestureRecognizer *)gesture
{
if(gesture.state == UIGestureRecognizerStateChanged)
{
CGPoint p = [gesture locationInView:self.selfieImage];
CGPoint startPoint = lastPoint;
lastPoint = [gesture locationInView:self.selfieImage];
[self drawLineFrom:startPoint endPoint:p];
}
if(gesture.state == UIGestureRecognizerStateEnded)
{
// lastPoint = [gesture locationInView:self.selfieImage];
}
}
Can anybody please tell me how can i do free-form (Doodle) on images with smooth lines and curves? Thanks in advance and Happy Coding!
I had implemented the same what I had was that I was adding a transparent UIImageView above the UIImageView that had my UIImage I wanted to draw on.
UIImageView *drawableView = [[UIImageView alloc]initWithFrame:self.drawImageView.bounds];
drawableView.userInteractionEnabled = YES;
UIPanGestureRecognizer *panGesture = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(drawingViewDidPan:)];
[drawableView addGestureRecognizer:panGesture];
Then when the user panned on the UIImageView I would call this function
- (void)drawingViewDidPan:(UIPanGestureRecognizer*)sender
{
CGPoint currentDraggingPosition = [sender locationInView:drawableView];
if(sender.state == UIGestureRecognizerStateBegan) {
prevDraggingPosition = currentDraggingPosition;
}
if(sender.state != UIGestureRecognizerStateEnded){
[self drawLine:prevDraggingPosition to:currentDraggingPosition];
}
prevDraggingPosition = currentDraggingPosition;
}
Both prevDraggingPosition and currentDraggingPosition are CGPoint.
Then I used the following function to draw line from the prevDraggingPosition to currentDraggingPosition
-(void)drawLine:(CGPoint)from to:(CGPoint)to
{
#autoreleasepool {
CGSize size = drawableView.frame.size;
UIGraphicsBeginImageContextWithOptions(size, NO, 0.0);
CGContextRef context = UIGraphicsGetCurrentContext();
[drawableView.image drawAtPoint:CGPointZero];
CGFloat strokeWidth = 4.0;
strokeColor = colorChangeView.backgroundColor;
CGContextSetLineWidth(context, strokeWidth);
CGContextSetStrokeColorWithColor(context, strokeColor.CGColor);
CGContextSetLineCap(context, kCGLineCapRound);
CGContextMoveToPoint(context, from.x, from.y);
CGContextAddLineToPoint(context, to.x, to.y);
CGContextStrokePath(context);
drawableView.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
}
}
Then finally to get the image with the drawing on it you can build the image by drawing the drawableView image onto your UIImageView that has your image like this.
- (UIImage*)buildImage
{
#autoreleasepool {
UIGraphicsBeginImageContextWithOptions(originalImageSize, NO, self.drawImageView.image.scale);
[self.drawImageView.image drawAtPoint:CGPointZero];
[drawableView.image drawInRect:CGRectMake(0,0, originalImageSize.width, originalImageSize.height)];
UIImage *tmp = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return tmp;
}
}
Where originalImageSize is the size of your image.
Hope this helps!

How to display animated GIF in Objective C on top of the layered View?

I am trying to draw animated gif on my screen in mac OSX app .
I used this code to insert the gif: I can see the Gif as 1 picture it doesn't animates
only static picture :( what should I add to make it animated ?
#import <Cocoa/Cocoa.h>
#import <Quartz/Quartz.h>//for drawing circle
#import "sharedPrefferences.h"
#interface GenericFanSubView : NSView
{
NSColor * _backgroundColor;
NSImageView* imageView;
}
- (void)setBackgroundColor :(NSColor*)color;
- (void)insertGif1;
- (void)insertGif2;
- (void)insertGif3;
#end
#import "GenericFanSubView.h"
#define PI 3.14285714285714
#implementation GenericFanSubView
- (id)initWithFrame:(NSRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code here.
imageView = [[NSImageView alloc]initWithFrame:CGRectMake(0, 0,self.frame.size.width,self.frame.size.height)];
[imageView setAnimates: YES];
}
return self;
}
- (void)drawRect:(NSRect)dirtyRect
{
[super drawRect:dirtyRect];
// Drawing code here.
[self drawCircleInRect];
_backgroundColor = [NSColor whiteColor];
[self insertGif1];
}
-(void)drawCircleInRect
{
//draw colored circle here
CGContextRef context = [[NSGraphicsContext // 1
currentContext] graphicsPort];
// ********** Your drawing code here ********** // 2
CGContextSetFillColorWithColor(context,[self NSColorToCGColor:(_backgroundColor)]);
float radius1 = self.frame.size.height/2;
float startAngle = 0;
float endAngle = endAngle = PI*2;
CGPoint position = CGPointMake(self.frame.size.height/2,self.frame.size.height/2);//center of the view
CGContextBeginPath(context);
CGContextAddArc(context, position.x, position.y, radius1, startAngle, endAngle, 1);
CGContextDrawPath(context, kCGPathFill); // Or kCGPathFill
}
- (void)setBackgroundColor :(NSColor*)color
{
_backgroundColor = color;
[self setNeedsDisplay:YES];
}
- (CGColorRef)NSColorToCGColor:(NSColor *)color
{
NSInteger numberOfComponents = [color numberOfComponents];
CGFloat components[numberOfComponents];
CGColorSpaceRef colorSpace = [[color colorSpace] CGColorSpace];
[color getComponents:(CGFloat *)&components];
CGColorRef cgColor = CGColorCreate(colorSpace, components);
return cgColor;
}
//curentlly calling only this 1
- (void)insertGif1
{
[imageView removeFromSuperview];
[imageView setImageScaling:NSImageScaleNone];
[imageView setAnimates: YES];
imageView.image = [NSImage imageNamed:#"FanBlades11.gif"];
[self addSubview:imageView];
}
#end
Edit: I discovered the source of the problem:
I was adding my class (that represents gif inside the circle) on top of RMBlurredView
and the animations doesn't work when I adding it as subview ,However it works on all the other views I added.
Any ideas what could be the reason inside the RMBlurredView to stop my NSImageView from animating ?
Edit:
I think [self setWantsLayer:YES]; is the reason I am not getting animations
how can I still get the animation with this feature enabled?
Edit:
Here is a simple sample with my problem
http://snk.to/f-cdk3wmfn
my gif:This is my gif it is invisible on white background color
"You must disable the autoscaling feature of the NSImageView for the
animation playback to function. After you've done that, no extra
programming required. It works like a charm!"
--http://www.cocoabuilder.com/archive/cocoa/108530-nsimageview-and-animated-gifs.html
imageView.imageScaling = NSImageScaleNone;
imageView.animates = YES;
needed for layer backed views:
if the image view is in a layer backed view or is layer backed itself:
imageView.canDrawSubviewsIntoLayer = YES;
working example using the question's own gif:
NSImageView *view = [[NSImageView alloc] initWithFrame:CGRectMake(10, 10, 50, 50)];
view.imageScaling = NSImageScaleNone;
view.animates = YES;
view.image = [NSImage imageNamed:#"FanBlades2_42x42.gif"];
view.canDrawSubviewsIntoLayer = YES;
NSView *layerview = [[NSView alloc] initWithFrame:CGRectMake(0, 0, 60, 60)];
layerview.wantsLayer = YES;
[layerview addSubview:view];
[self.window.contentView addSubview:layerview];

Clear before drawInRect for Mac App

I want to animate the width of my button in my Mac App and at the same time have a background image and a foreground image. For that I'm using #kgn's awesome library BBlock (https://github.com/kgn/BBlock).
Problem is that the background image seems to get drawn behind each other, so when the button scales down, you can't even see the background image animation and it seems to be cut off.
This way of "animating" the width change works if I just use setImage, but then I don't get the benefits of having a background image.
I've made a custom button that scales the button incrementally (basically animates it). It changes the size of the button by one pixel each run and changes the image, background image and alternate background image by one pixel as well:
- (void)scaleTestButtonUntilWidth:(int)width{
[NSTimer scheduledTimerRepeats:YES withTimeInterval:timeInterval andBlock:^{
if (self.width == width) {
return;
}
int newSize;
if (width > self.width) {
newSize = self.width += 1;
}else if (width < self.width){
newSize = self.width -= 1;
}
self.width = newSize;
[self setImage:self.image];
[self setAlternateBackgroundImage:[self alternateBGImage]];
[self setBackgroundImage:[self BGImage]];
}];
}
The setBackgroundImage looks like this and the implementation for setAlternateBackgroundImage is the same:
- (void)setBackgroundImage:(NSImage *)backgroundImage{
[self setImage:[self imageWithBackgroundImage:backgroundImage
andIcon:self.image]];
[self setButtonType:NSMomentaryChangeButton];
[self setBordered:NO];
}
Which calls the method that actually draws the image:
- (NSImage *)imageWithBackgroundImage:(NSImage *)background andIcon:(NSImage *)icon{
return [NSImage imageForSize:background.size withDrawingBlock:^{
NSRect bounds = NSZeroRect;
bounds.size = background.size;
NSRect iconRect = NSZeroRect;
iconRect.size = icon.size;
iconRect.origin.x = round(background.size.width*0.5f-iconRect.size.width*0.5f);
iconRect.origin.y = round(background.size.height*0.5f-iconRect.size.height*0.5f);
[background drawInRect:bounds fromRect:NSZeroRect operation:NSCompositeSourceOver fraction:1.0f];
[icon drawInRect:iconRect fromRect:NSZeroRect operation:NSCompositeSourceOver fraction:1.0f];
}];
}
With the help of this method:
+ (NSImage *)imageForSize:(NSSize)size withDrawingBlock:(void(^)())drawingBlock{
if(size.width <= 0 || size.width <= 0){
return nil;
}
NSImage *image = [[NSImage alloc] initWithSize:size];
[image lockFocus];
drawingBlock();
[image unlockFocus];
#if !__has_feature(objc_arc)
return [image autorelease];
#else
return image;
#endif
}
I wonder if you would be better off subclassing NSButton and overwriting drawRect
Maybe try saving and restoring the graphics context.
return [NSImage imageForSize:background.size withDrawingBlock:^{
NSRect bounds = NSZeroRect;
bounds.size = background.size;
NSRect iconRect = NSZeroRect;
iconRect.size = icon.size;
iconRect.origin.x = round(background.size.width*0.5f-iconRect.size.width*0.5f);
iconRect.origin.y = round(background.size.height*0.5f-iconRect.size.height*0.5f);
CGContextRef context = [[NSGraphicsContext currentContext] graphicsPort];
CGContextSaveGState(context);
[background drawInRect:bounds fromRect:NSZeroRect operation:NSCompositeSourceOver fraction:1.0f];
[icon drawInRect:iconRect fromRect:NSZeroRect operation:NSCompositeSourceOver fraction:1.0f];
CGContextRestoreGState(context);
}];

drawRect drawing 'transparent' text?

I am looking to draw a UILabel (preferable through subclassing) as a transparent label, but with solid background. I draw up an quick example (sorry, it's ugly, but it gets the points across :)).
Basically I have a UILabel and I would like the background to be a set colour, and the text should be transparent. I do not want to colour the text with the views background, but instead have it be 100% transparent, since I have a texture in the background that I want to make sure lines up inside and outside of the label.
I've been spending the night browsing SO and searching on Google, but I have found no helpful sources. I don't have much experience with CG drawing, so I would appreciate any links, help, tutorial or sample code (maybe Apple has some I need to have a look at?).
Thanks a bunch!
I've rewritten it as a UILabel subclass using barely any code and posted it on GitHub
The gist of it is you override drawRect but call [super drawRect:rect] to let the UILabel render as normal. Using a white label color lets you easily use the label itself as a mask.
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
// let the superclass draw the label normally
[super drawRect:rect];
CGContextConcatCTM(context, CGAffineTransformMake(1, 0, 0, -1, 0, CGRectGetHeight(rect)));
// create a mask from the normally rendered text
CGImageRef image = CGBitmapContextCreateImage(context);
CGImageRef mask = CGImageMaskCreate(CGImageGetWidth(image), CGImageGetHeight(image), CGImageGetBitsPerComponent(image), CGImageGetBitsPerPixel(image), CGImageGetBytesPerRow(image), CGImageGetDataProvider(image), CGImageGetDecode(image), CGImageGetShouldInterpolate(image));
CFRelease(image); image = NULL;
// wipe the slate clean
CGContextClearRect(context, rect);
CGContextSaveGState(context);
CGContextClipToMask(context, rect, mask);
CFRelease(mask); mask = NULL;
[self RS_drawBackgroundInRect:rect];
CGContextRestoreGState(context);
}
Solved using CALayer masks. Creating a standard mask (wallpapered text, for example) is simple. To create the knocked-out text, I had to invert the alpha channel of my mask, which involved rendering a label to a CGImageRef and then doing some pixel-pushing.
Sample application is available here: https://github.com/robinsenior/RSMaskedLabel
Relevant code is here to avoid future link-rot:
#import "RSMaskedLabel.h"
#import <QuartzCore/QuartzCore.h>
#interface UIImage (RSAdditions)
+ (UIImage *) imageWithView:(UIView *)view;
- (UIImage *) invertAlpha;
#end
#interface RSMaskedLabel ()
{
CGImageRef invertedAlphaImage;
}
#property (nonatomic, retain) UILabel *knockoutLabel;
#property (nonatomic, retain) CALayer *textLayer;
- (void) RS_commonInit;
#end
#implementation RSMaskedLabel
#synthesize knockoutLabel, textLayer;
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self)
{
[self RS_commonInit];
}
return self;
}
- (id)initWithCoder:(NSCoder *)aDecoder
{
self = [super initWithCoder:aDecoder];
if (self)
{
[self RS_commonInit];
}
return self;
}
+ (Class)layerClass
{
return [CAGradientLayer class];
}
- (void) RS_commonInit
{
[self setBackgroundColor:[UIColor clearColor]];
// create the UILabel for the text
knockoutLabel = [[UILabel alloc] initWithFrame:[self frame]];
[knockoutLabel setText:#"booyah"];
[knockoutLabel setTextAlignment:UITextAlignmentCenter];
[knockoutLabel setFont:[UIFont boldSystemFontOfSize:72.0]];
[knockoutLabel setNumberOfLines:1];
[knockoutLabel setBackgroundColor:[UIColor clearColor]];
[knockoutLabel setTextColor:[UIColor whiteColor]];
// create our filled area (in this case a gradient)
NSArray *colors = [[NSArray arrayWithObjects:
(id)[[UIColor colorWithRed:0.349 green:0.365 blue:0.376 alpha:1.000] CGColor],
(id)[[UIColor colorWithRed:0.455 green:0.490 blue:0.518 alpha:1.000] CGColor],
(id)[[UIColor colorWithRed:0.412 green:0.427 blue:0.439 alpha:1.000] CGColor],
(id)[[UIColor colorWithRed:0.208 green:0.224 blue:0.235 alpha:1.000] CGColor],
nil] retain];
NSArray *gradientLocations = [NSArray arrayWithObjects:
[NSNumber numberWithFloat:0.0],
[NSNumber numberWithFloat:0.54],
[NSNumber numberWithFloat:0.55],
[NSNumber numberWithFloat:1], nil];
// render our label to a UIImage
// if you remove the call to invertAlpha it will mask the text
invertedAlphaImage = [[[UIImage imageWithView:knockoutLabel] invertAlpha] CGImage];
// create a new CALayer to use as the mask
textLayer = [CALayer layer];
// stick the image in the layer
[textLayer setContents:(id)invertedAlphaImage];
// create a nice gradient layer to use as our fill
CAGradientLayer *gradientLayer = (CAGradientLayer *)[self layer];
[gradientLayer setBackgroundColor:[[UIColor clearColor] CGColor]];
[gradientLayer setColors: colors];
[gradientLayer setLocations:gradientLocations];
[gradientLayer setStartPoint:CGPointMake(0.0, 0.0)];
[gradientLayer setEndPoint:CGPointMake(0.0, 1.0)];
[gradientLayer setCornerRadius:10];
// mask the text layer onto our gradient
[gradientLayer setMask:textLayer];
}
- (void)layoutSubviews
{
// resize the text layer
[textLayer setFrame:[self bounds]];
}
- (void)dealloc
{
CGImageRelease(invertedAlphaImage);
[knockoutLabel release];
[textLayer release];
[super dealloc];
}
#end
#implementation UIImage (RSAdditions)
/*
create a UIImage from a UIView
*/
+ (UIImage *) imageWithView:(UIView *)view
{
UIGraphicsBeginImageContextWithOptions(view.bounds.size, NO, 0.0);
[view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage * img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return img;
}
/*
get the image to invert its alpha channel
*/
- (UIImage *)invertAlpha
{
// scale is needed for retina devices
CGFloat scale = [self scale];
CGSize size = self.size;
int width = size.width * scale;
int height = size.height * scale;
CGColorSpaceRef colourSpace = CGColorSpaceCreateDeviceRGB();
unsigned char *memoryPool = (unsigned char *)calloc(width*height*4, 1);
CGContextRef context = CGBitmapContextCreate(memoryPool, width, height, 8, width * 4, colourSpace, kCGBitmapByteOrderDefault | kCGImageAlphaPremultipliedLast);
CGColorSpaceRelease(colourSpace);
CGContextDrawImage(context, CGRectMake(0, 0, width, height), [self CGImage]);
for(int y = 0; y < height; y++)
{
unsigned char *linePointer = &memoryPool[y * width * 4];
for(int x = 0; x < width; x++)
{
linePointer[3] = 255-linePointer[3];
linePointer += 4;
}
}
// get a CG image from the context, wrap that into a
CGImageRef cgImage = CGBitmapContextCreateImage(context);
UIImage *returnImage = [UIImage imageWithCGImage:cgImage scale:scale orientation:UIImageOrientationUp];
// clean up
CGImageRelease(cgImage);
CGContextRelease(context);
free(memoryPool);
// and return
return returnImage;
}
#end
Here's a technique that's similar to Matt Gallagher's, which will generate an inverted text mask with an image.
Allocate a (mutable) data buffer. Create a bitmap context with an 8-bit alpha channel. Configure settings for text drawing. Fill the whole buffer in copy mode (default colour assumed to have alpha value of 1). Write the text in clear mode (alpha value of 0). Create an image from the bitmap context. Use the bitmap as a mask to make a new image from the source image. Create a new UIImage and clean up.
Every time the textString or sourceImage or size values change, re-generate the final image.
CGSize size = /* assume this exists */;
UIImage *sourceImage = /* assume this exists */;
NSString *textString = /* assume this exists */;
char *text = [textString cStringUsingEncoding:NSMacOSRomanStringEncoding];
NSUInteger len = [textString lengthOfBytesUsingEncoding:cStringUsingEncoding:NSMacOSRomanStringEncoding];
NSMutableData *data = [NSMutableData dataWithLength:size.width*size.height*1];
CGContextRef context = CGBitmapContextCreate([data mutableBytes], size.width, size.height, 8, size.width, NULL, kCGImageAlphaOnly);
CGContextSelectFont(context, "Gill Sans Bold", 64.0f, kCGEncodingMacRoman);
CGContextSetTextDrawingMode(context, kCGTextFill);
CGContextSetBlendMode(context, kCGBlendModeCopy);
CGContextFillRect(context, overlay.bounds);
CGContextSetBlendMode(context, kCGBlendModeClear);
CGContextShowTextAtPoint(context, 16.0f, 16.0f, text, len);
CGImageRef textImage = CGBitmapContextCreateImage(context);
CGImageRef newImage = CGImageCreateWithMask(sourceImage.CGImage, textImage);
UIImage *finalImage = [UIImage imageWithCGImage:newImage];
CGContextRelease(context);
CFRelease(newImage);
CFRelease(textImage);
Another way to do this involves putting the textImage into a new layer and setting that layer on your view's layer. (Remove the lines that create "newImage" and "finalImage".) Assuming this happens inside your view's code somewhere:
CALayer *maskLayer = [[CALayer alloc] init];
CGPoint position = CGPointZero;
// layout the new layer
position = overlay.layer.position;
position.y *= 0.5f;
maskLayer.bounds = overlay.layer.bounds;
maskLayer.position = position;
maskLayer.contents = (__bridge id)textImage;
self.layer.mask = maskLayer;
There are more alternatives, some might be better (subclass UIImage and draw the text directly in clear mode after the superclass has done its drawing?).
Swift 5 solution (Xcode: 12.5):
class MaskedLabel: UILabel {
var maskColor : UIColor?
override init(frame: CGRect) {
super.init(frame: frame)
customInit()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
customInit()
}
func customInit() {
maskColor = self.backgroundColor
self.textColor = UIColor.white
backgroundColor = UIColor.clear
self.isOpaque = false
}
override func draw(_ rect: CGRect) {
let context = UIGraphicsGetCurrentContext()!
super.draw(rect)
context.concatenate(__CGAffineTransformMake(1, 0, 0, -1, 0, rect.height))
let image: CGImage = context.makeImage()!
let mask: CGImage = CGImage(maskWidth: image.width, height: image.height, bitsPerComponent: image.bitsPerComponent, bitsPerPixel: image.bitsPerPixel, bytesPerRow: image.bytesPerRow, provider: image.dataProvider!, decode: image.decode, shouldInterpolate: image.shouldInterpolate)!
context.clear(rect)
context.saveGState()
context.clip(to: rect, mask: mask)
if (self.layer.cornerRadius != 0.0) {
context.addPath(CGPath(roundedRect: rect, cornerWidth: self.layer.cornerRadius, cornerHeight: self.layer.cornerRadius, transform: nil))
context.clip()
}
drawBackgroundInRect(rect: rect)
context.restoreGState()
}
func drawBackgroundInRect(rect: CGRect) {
let context = UIGraphicsGetCurrentContext()
if let _ = maskColor {
maskColor!.set()
}
context!.fill(rect)
}
}

loading screen not centered on second launch

I have a UIView which is my loading view. All it does is display the circular loading circle(lol to much "circle" for one sentence).
It works fine the first time but after that the circle is not centered. It moves to the left and down some. How can I get it to always be centered, take in mind I have limited the app to only display in the landscape modes (landscape left, landscape right) in all views so the issue is not coming from the device being rotated.
call to load the view:
loadingViewController = [LoadingViewController loadSpinnerIntoView:self.view];
LoadingViewController.h:
#import <UIKit/UIKit.h>
#import <QuartzCore/QuartzCore.h>
#import "CrestronClient.h"
#interface LoadingViewController : UIView
{
CrestronClient *cClient;
}
+(LoadingViewController *)loadSpinnerIntoView:(UIView *)superView;
-(void)removeLoadingView;
- (UIImage *)addBackground;
#end
LoadingView.m:
#import "LoadingViewController.h"
#import "RootViewController.h"
#implementation LoadingViewController
CGRect priorFrameSettings;
UIView *parentView;
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
// Return YES for supported orientations
if (interfaceOrientation == UIInterfaceOrientationLandscapeLeft ||interfaceOrientation == UIInterfaceOrientationLandscapeRight ) {
return YES;
}else{
return NO;
}
}
-(void)removeLoadingView
{
// [parentView setFrame:priorFrameSettings];
CATransition *animation = [CATransition animation];
[animation setType:kCATransitionFade];
[[[self superview] layer] addAnimation:animation forKey:#"layerAnimation"];
[self removeFromSuperview];
}
+(LoadingViewController *)loadSpinnerIntoView:(UIView *)superView
{
priorFrameSettings = superView.frame;
parentView = superView;
// [superView setFrame:CGRectMake(0, 0, 1024, 1024)];
// Create a new view with the same frame size as the superView
LoadingViewController *loadingViewController = [[LoadingViewController alloc] initWithFrame:superView.frame];
loadingViewController.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
// If something's gone wrong, abort!
if(!loadingViewController){ return nil; }
[superView addSubview:loadingViewController];
if(!loadingViewController){ return nil; }
// This is the new stuff here ;)
UIActivityIndicatorView *indicator =
[[[UIActivityIndicatorView alloc]
initWithActivityIndicatorStyle: UIActivityIndicatorViewStyleWhiteLarge] autorelease];
// Set the resizing mask so it's not stretched
UIImageView *background = [[UIImageView alloc] initWithImage:[loadingViewController addBackground]];
// Make a little bit of the superView show through
background.alpha = 0.7;
[loadingViewController addSubview:background];
indicator.autoresizingMask =
UIViewAutoresizingFlexibleTopMargin |
UIViewAutoresizingFlexibleRightMargin |
UIViewAutoresizingFlexibleBottomMargin |
UIViewAutoresizingFlexibleLeftMargin;
// Place it in the middle of the view
indicator.center = superView.center;
// Add it into the spinnerView
[loadingViewController addSubview:indicator];
// Start it spinning! Don't miss this step
[indicator startAnimating];
// Create a new animation
CATransition *animation = [CATransition animation];
// Set the type to a nice wee fade
[animation setType:kCATransitionFade];
// Add it to the superView
[[superView layer] addAnimation:animation forKey:#"layerAnimation"];
return loadingViewController;
}
- (UIImage *)addBackground{
cClient = [CrestronClient sharedManager];
if (cClient.isConnected == FALSE) {
[cClient connect];
}
// Create an image context (think of this as a canvas for our masterpiece) the same size as the view
UIGraphicsBeginImageContextWithOptions(self.bounds.size, YES, 1);
// Our gradient only has two locations - start and finish. More complex gradients might have more colours
size_t num_locations = 2;
// The location of the colors is at the start and end
CGFloat locations[2] = { 0.0, 1.0 };
// These are the colors! That's two RBGA values
CGFloat components[8] = {
0.4,0.4,0.4, 0.8,
0.1,0.1,0.1, 0.5 };
// Create a color space
CGColorSpaceRef myColorspace = CGColorSpaceCreateDeviceRGB();
// Create a gradient with the values we've set up
CGGradientRef myGradient = CGGradientCreateWithColorComponents (myColorspace, components, locations, num_locations);
// Set the radius to a nice size, 80% of the width. You can adjust this
float myRadius = (self.bounds.size.width*.8)/2;
// Now we draw the gradient into the context. Think painting onto the canvas
CGContextDrawRadialGradient (UIGraphicsGetCurrentContext(), myGradient, self.center, 0, self.center, myRadius, kCGGradientDrawsAfterEndLocation);
// Rip the 'canvas' into a UIImage object
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
// And release memory
CGColorSpaceRelease(myColorspace);
CGGradientRelease(myGradient);
UIGraphicsEndImageContext();
// … obvious.
return image;
}
- (void)dealloc {
[super dealloc];
}
#end
Make sure the loading view is set to its parents frame and has the proper autoresizingMask set. This would likely by UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight.
fixed the background by adding
[background setFrame:CGRectMake(0, 0, 1024, 768 )];
and fixed the centering of the circle with:
indicator.center = background.center;