Antialiasing on CAShapeLayers - objective-c

I have a custom view for a loading indicator which is comprised of a number of CAShapeLayers which I perform various animations on to represent various states. In the init method I create a number of shape layers and add them as sublayers to the view's layer. The issue I'm having is the shapes that I'm drawing have very rough edges and don't seem to be antialiased. I've tried a number of things from similar answers on here but I can't seem to antialias the shapes. I've never had this problem before then drawing directly in drawRect.
Is there anything I'm missing or is there a better way to accomplish what I'm trying to do?
Update: Here's a comparison of how the shapes are being drawn:
On the left I'm drawing in layoutSubviews using this code:
CGFloat lineWidth = 2.5f;
CGFloat radius = (self.bounds.size.width - lineWidth)/2;
CGPoint center = CGPointMake(CGRectGetWidth(self.frame)/2, CGRectGetHeight(self.frame)/2);
CGFloat startAngle = - ((float)M_PI / 2);
CGFloat endAngle = (2 * (float)M_PI) + startAngle;
UIBezierPath *trackPath = [UIBezierPath bezierPathWithArcCenter:center
radius:radius
startAngle:startAngle
endAngle:endAngle
clockwise:YES];
self.trackLayer.path = trackPath.CGPath;
self.trackLayer.lineWidth = lineWidth;
On the right I'm calling a separate method from awakeFromNib:
-(void)awakeFromNib
{
....
self.trackLayer = [self trackShape]
[self.layer addSublayer:self.trackLayer];
}
-(CAShapeLayer*)trackShape
{
float start_angle = 2*M_PI*-M_PI_2;
float end_angle = 2*M_PI*1-M_PI_2;
float minSize = MIN(self.frame.size.width, self.frame.size.height);
float radius = (minSize-_strokeWidth)/2 -4;
CGPoint center = CGPointMake(self.frame.size.width/2,self.frame.size.height/2);
CAShapeLayer *circle = [CAShapeLayer layer];
circle.path = [UIBezierPath bezierPathWithArcCenter:center
radius:radius
startAngle:start_angle
endAngle:end_angle
clockwise:YES].CGPath;
circle.strokeColor = self.trackColor.CGColor;
circle.fillColor = nil;
circle.lineWidth = (_strokeWidth == -1.0) ? minSize * _strokeWidthRatio
: _strokeWidth;
circle.rasterizationScale = [[UIScreen mainScreen] scale];
return circle;
}

The picture you provided is exactly what happened to me. I got the chunky circle. In my case, the code was inside the drawRect method. The problem was that I was adding a CAShapeLayer, as a subLayer of my view, every time drawRect was called.
So to anyone who stumbles upon something similar, keep track of the CAShapeLayer you are adding or clear everything before drawing again in the drawRect.

Related

SKShapeNode.Get Radius?

Is it possible to get an SKShapeNode's radius value?
The problem is, I need to create an identical circle after the user releases it, whilst removing the first circle from the view.
SKShapeNode *reticle = [SKShapeNode shapeNodeWithCircleOfRadius:60];
reticle.fillColor = [UIColor colorWithRed:0 green:0 blue:0 alpha:0.3];
reticle.strokeColor = [UIColor clearColor];
reticle.position = CGPointMake(location.x - 50, location.y + 50);
reticle.name = #"reticle";
reticle.userInteractionEnabled = YES;
[self addChild:reticle];
[reticle runAction:[SKAction scaleTo:0.7 duration:3] completion:^{
[reticle runAction:[SKAction scaleTo:0.1 duration:1]];
}];
Then
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
....
SKNode *node = [self childNodeWithName:#"reticle"];
//take the position of the node, draw an imprint
/////////Here is where I need to get the circle radius.
[node removeFromParent];
}
How does one take the circle radius, so I can then say
SKShapeNode *imprint = [SKShapeNode shapeNodeWithCircleOfRadius:unknownValue];
I've tried, making an exact copy of the circle with
SKShapeNode *imprint = (SKShapeNode *)node;
However, this still follows the animation where as I need it to stop, at the point it was at. I don't want to take a "stopAllAnimations" approach.
You can use the shape node's path property to determine the bounding box of the shape with CGPathGetBoundingBox(path). From the bounds, you can compute the radius of the circle by dividing the width (or height) by 2. For example,
CGRect boundingBox = CGPathGetBoundingBox(circle.path);
CGFloat radius = boundingBox.size.width / 2.0;
Updated for Swift 5
myVariable.path.boundingBox.width / 2

Masking a custom shape with UIImageView

I want to programatically crop a shape over my UIImageView. I know about creating a path with QuartzCore, but I don't understand context. Give me an example by subclassing UIImageView.
So how can I make an image go from this:
To this:
I also need the mask to be transparent
The easiest approach is to
create a UIBezierPath for the hexagon;
create a CAShapeLayer from that path; and
add that CAShapeLayer as a mask to the image view's layer.
Thus, it might look like:
CAShapeLayer *mask = [CAShapeLayer layer];
mask.path = [[self polygonPathWithRect:self.imageView.bounds lineWidth:0.0 sides:6] CGPath];
mask.strokeColor = [UIColor clearColor].CGColor;
mask.fillColor = [UIColor whiteColor].CGColor;
self.imageView.layer.mask = mask;
where
/** Create UIBezierPath for regular polygon inside a CGRect
*
* #param square The CGRect of the square in which the path should be created.
* #param lineWidth The width of the stroke around the polygon. The polygon will be inset such that the stroke stays within the above square.
* #param sides How many sides to the polygon (e.g. 6=hexagon; 8=octagon, etc.).
*
* #return UIBezierPath of the resulting polygon path.
*/
- (UIBezierPath *)polygonPathWithRect:(CGRect)square
lineWidth:(CGFloat)lineWidth
sides:(NSInteger)sides
{
UIBezierPath *path = [UIBezierPath bezierPath];
CGFloat theta = 2.0 * M_PI / sides; // how much to turn at every corner
CGFloat squareWidth = MIN(square.size.width, square.size.height); // width of the square
// calculate the length of the sides of the polygon
CGFloat length = squareWidth - lineWidth;
if (sides % 4 != 0) { // if not dealing with polygon which will be square with all sides ...
length = length * cosf(theta / 2.0); // ... offset it inside a circle inside the square
}
CGFloat sideLength = length * tanf(theta / 2.0);
// start drawing at `point` in lower right corner
CGPoint point = CGPointMake(squareWidth / 2.0 + sideLength / 2.0, squareWidth - (squareWidth - length) / 2.0);
CGFloat angle = M_PI;
[path moveToPoint:point];
// draw the sides and rounded corners of the polygon
for (NSInteger side = 0; side < sides; side++) {
point = CGPointMake(point.x + sideLength * cosf(angle), point.y + sideLength * sinf(angle));
[path addLineToPoint:point];
angle += theta;
}
[path closePath];
return path;
}
I posted another answer that illustrates the idea with rounded corners, too.
If you want to implement the addition of this mask as part of a UIImageView subclass, I'll leave that to you. But hopefully this illustrates the basic idea.

Set size of UIView based on content size

Is it possible to draw something on a UIView, then, after the drawing is completed, resize the view to be the same size as the thing that was previously drawn?
For example, if I draw a circle on a UIView, I would like to crop the UIView to the dimensions of the circle that I just drew on the view.
UPDATE
I am looking into using a CAShapeLayer as a possible solution. Does anyone know how to convert a UIBezierPath to a CAShapeLayer then set the position of the CAShapeLayer?
I have tried:
shapeLayer.path = bezierPath.CGPath;
shapeLayer.position = CGPointMake(0, 0);
but this does not work.
Yes you can do that. Have a look at this example that will answer both your questions.
First of all you need to add a UIView called myView and attach it to an IBOutlet ivar.
Define this global values for demonstration purposes:
#define POSITION CGPointMake(50.0,50.0)
#define SIZE CGSizeMake(100.0,100.0)
Declare two methods, one that will draw a shape in myView and another one that will resize the view to adapt it to the drawn shape:
-(void) circle
{
CAShapeLayer *layerData = [CAShapeLayer layer];
layerData.fillColor = [UIColor greenColor].CGColor;
UIBezierPath * dataPath = [UIBezierPath bezierPathWithOvalInRect:CGRectMake(0.0, 0.0, SIZE.width, SIZE.height)];
layerData.path = dataPath.CGPath;
layerData.position = CGPointMake(POSITION.x, POSITION.y);
[myView.layer addSublayer:layerData];
}
-(void) resize
{
((CAShapeLayer *)[myView.layer.sublayers objectAtIndex:0]).position = CGPointMake(0.0, 0.0);
myView.frame = CGRectMake(POSITION.x + myView.frame.origin.x , POSITION.y + myView.frame.origin.y, SIZE.width, SIZE.height);
}
Finally, in viewWillAppear: call both methods:
- (void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
[self circle];
[self resize];
}
You can run the same code calling only circle and calling both methods. In both cases the drawn circle will be at the same exact position but in the second case myView has been resized to have the same size as the drawn shape.
Hope it helps.

Changing a circle's size with UIPinchGestureRecognizer

I'm drawing a simple circle in the center of the screen:
int radius = 100;
- (void)addCircle {
self.circle = [CAShapeLayer layer];
self.circle.path = [UIBezierPath bezierPathWithRoundedRect:CGRectMake(0, 0, 2.0*radius, 2.0*radius)
cornerRadius:radius].CGPath;
self.circle.position = CGPointMake(CGRectGetMidX(self.view.frame)-radius,
CGRectGetMidY(self.view.frame)-radius);
self.circle.fillColor = [UIColor clearColor].CGColor;
self.circle.strokeColor = [UIColor blackColor].CGColor;
self.circle.lineWidth = 5;
[self.view.layer addSublayer:self.circle];
}
Using the pinch gesture, I allow the user to increase/decrease the radius of the shape:
- (void)scale:(UIPinchGestureRecognizer *)gestureRecognizer {
if (gestureRecognizer.state != UIGestureRecognizerStateBegan) {
if (gestureRecognizer.scale < lastScale) {
--radius;
}
else if (gestureRecognizer.scale > lastScale) {
++radius;
}
// Center the shape in self.view
self.circle.position = CGPointMake(CGRectGetMidX(self.view.frame)-radius, CGRectGetMidY(self.view.frame)-radius);
self.circle.path = [UIBezierPath bezierPathWithRoundedRect:CGRectMake(0, 0, 2.0*radius, 2.0*radius) cornerRadius:radius].CGPath;
}
lastScale = gestureRecognizer.scale;
}
However, the circle doesn't stay dead center. Instead, it bounces around the middle and doesn't settle until the gesture finishes.
Does anyone know why this is happening and if so, how I can prevent it?
There are a few problems in your code. As #tc. said, you're not setting the shape layer's frame (or bounds). The default layer size is CGSizeZero, which is why you're having to offset the layer's position by the radius every time you change the radius.
Also, the position and path properties of a shape layer are animatable. So by default, when you change them, Core Animation will animate them to their new values. The path animation is contributing to your unwanted behavior.
Also, you should set the layer's position or frame based on self.view.bounds, not self.view.frame, because the layer's position/frame is the coordinate system of self.view, not the coordinate system of self.view.superview. This will matter if self.view is the top-level view and you support interface autorotation.
I would suggest revising how you're implementing this. Make radius a CGFloat property, and make setting the property update the layer's bounds and path:
#interface ViewController ()
#property (nonatomic, strong) CAShapeLayer *circle;
#property (nonatomic) CGFloat radius;
#end
#implementation ViewController
- (void)setRadius:(CGFloat)radius {
_radius = radius;
self.circle.bounds = CGRectMake(0, 0, 2 * radius, 2 * radius);
self.circle.path = [UIBezierPath bezierPathWithOvalInRect:self.circle.bounds].CGPath;
}
If you really want to force the radius to be an integer, I suggest internally tracking it as a float anyway, because the user interaction is smoother if it's a float. Just round it in a temporary variable before creating the CGRect for the bounds and path:
CGFloat intRadius = roundf(radius);
self.circle.bounds = CGRectMake(0, 0, 2 * intRadius, 2 * intRadius);
self.circle.path = [UIBezierPath bezierPathWithOvalInRect:self.circle.bounds].CGPath;
In addCircle, just set the radius property and let that setter take care of setting the layer's bounds and path. Also defer setting the layer's position until the system's layout phase. That way, you'll reposition the circle in the center again after an interface rotation.
- (void)viewDidLoad {
[super viewDidLoad];
[self addCircle];
}
- (void)addCircle {
self.circle = [CAShapeLayer layer];
self.circle.fillColor = nil;
self.circle.strokeColor = [UIColor blackColor].CGColor;
self.circle.lineWidth = 5;
self.radius = 100;
[self.view.layer addSublayer:self.circle];
[self.view setNeedsLayout];
}
- (void)viewDidLayoutSubviews {
[super viewDidLayoutSubviews];
self.circle.position = CGPointMake(CGRectGetMidX(self.view.bounds), CGRectGetMidY(self.view.bounds));
}
Finally, to handle a pinch gesture, just set the new radius to the old radius times the gesture's scale. The radius setter will take care of updating the layer's path and bounds. Then reset the gesture's scale to 1. This is simpler than tracking the gesture's prior scale. Also, use CATransaction to disable animation of the path property.
- (IBAction)pinchGestureWasRecognized:(UIPinchGestureRecognizer *)recognizer {
[CATransaction begin]; {
[CATransaction setDisableActions:YES];
self.radius *= recognizer.scale;
recognizer.scale = 1;
} [CATransaction commit];
}

UIImageView in UIScrollView not full-screen and pinch zooming

Most of the sample code on the net assumes your UIScrollView will be full-screen.
I'm trying to create a UIScrollView with just a UIImageView inside it, and just want to be able to pinch zoom as would normally happen. My UIScrollView only fills a part of the screen, so I can't just use autosizing to keep it the right size, as the sample applications seem to do.
The closest I've got is to add this to the UIScrollViewDelegate:
- (void)scrollViewDidZoom:(UIScrollView *)scrollView {
CGPoint cOffset = imageScrollView.contentOffset;
float cScale = imageScrollView.contentScaleFactor;
CGRect imageFrame = ptImage.frame;
float scale = scrollView.zoomScale;
imageFrame.size.width *= scale;
imageFrame.size.height *= scale;
ptImage.frame = imageFrame;
scrollView.zoomScale = 1.0;
scrollView.frame = CGRectMake(0.0, 0.0, scrollContainerView.frame.size.width, scrollContainerView.frame.size.height);
scrollView.bounds = CGRectMake(cOffset.x * cScale * scale , cOffset.y * cScale * scale, scrollView.bounds.size.width, scrollView.bounds.size.height);
scrollView.contentSize = imageFrame.size;
}
The only problem here is that the bounds offset (scrollView.bounds = ...) is incorrect.
Surely it's far simpler than I've done here?
Any help?
Try returning your UIImageView in :
- (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView
And remove the code you put in the didZoom method and see if that works.