I've got some Xamarin.iOS CoreGraphics code that draws red triangles at the ends of several white lines of various angles.
I want have the red triangles filled in instead of being rendered as outlines but when I use the graphic context command FillPath() instead of StrokePath() the red triangles don't appear.
Here's the DrawArrowHead code (called by the line drawing code after each individual line is drawn).
private void DrawArrowHead(PointF[] line, int size)
{
// Create the arrowhead and the lines from individual arrowhead points
PointF[] arrowhead = new PointF[] {
new PointF(0.0f - size, 0.0f),
new PointF(0.0f, 0.0f - size),
new PointF(0.0f + size, 0.0f)
};
PointF[] line1 = new PointF[] {new PointF(arrowhead[0].X, arrowhead[0].Y), new PointF(arrowhead[1].X, arrowhead[1].Y)};
PointF[] line2 = new PointF[] {new PointF(arrowhead[1].X, arrowhead[1].Y), new PointF(arrowhead[2].X, arrowhead[2].Y)};
PointF[] line3 = new PointF[] {new PointF(arrowhead[2].X, arrowhead[2].Y), new PointF(arrowhead[0].X, arrowhead[0].Y)};
// Begin drawing the arrowhead
gctx.SaveState();
UIColor.Red.SetStroke();
gctx.SetFillColor(UIColor.Red.CGColor);
gctx.BeginPath();
double angleInRadians = Math.Atan2 (line[0].Y - line[1].Y, line[0].X -line[1].X);
gctx.TranslateCTM(line[1].X, line[1].Y);
gctx.RotateCTM((float)(angleInRadians - Math.PI / 2));
path.AddLines(line1);
path.AddLines(line2);
path.AddLines(line3);
path.CloseSubpath();
gctx.AddPath(path);
gctx.StrokePath();
gctx.RestoreState();
}
When I replace gctx.StrokePath() with gctx.FillPath() I get the white lines but no arrowheads.
When I replace gctx.StrokePath() with gctx.DrawPath(CGPathDrawingMode.FillStroke) I get the red triangles but they're not filled in.
I'm sure it's something simple that I'm missing. Thanks in advance.
Update - 03.22.13
Turns out #poupou's answer was correct but, compounded by some of my other coding "misinterpretations," didn't solve my problem right away. However, since it pointed me in the right direction towards a solution I'm accepting his answer.
I first learned how to use CoreGraphics via Mike Bluestein's excellent Drawing with CoreGraphics in MonoTouch post. However, a little knowledge is a dangerous thing and when I began applying these concepts to my own work, I inadvertently mixed graphics context and path methods when I shouldn't have.
After a lot of googling, reading, and reviewing other peoples CoreGraphics source code (props to Nina Vyedin and Bryan Costanich of Xamarin for their Drawing sample), I came up with a DrawArrowhead method that works.
private void DrawArrowHead(PointF[] line, int size)
{
gctx.SaveState();
UIColor.Red.SetStroke();
UIColor.Red.SetFill();
double angleInRadians = Math.Atan2 (line[0].Y - line[1].Y, line[0].X -line[1].X);
gctx.BeginPath();
gctx.TranslateCTM(line[1].X, line[1].Y);
gctx.RotateCTM((float)(angleInRadians - Math.PI / 2));
PointF[] arrowhead = new PointF[] {
new PointF (0.0f - arrowHeadSize, 0.0f),
new PointF (0.0f, 0.0f - arrowHeadSize),
new PointF (0.0f + arrowHeadSize, 0.0f)
};
gctx.MoveTo(arrowhead[0].X, arrowhead[0].Y);
gctx.AddLineToPoint(arrowhead[1].X, arrowhead[1].Y);
gctx.AddLineToPoint(arrowhead[2].X, arrowhead[2].Y);
gctx.ClosePath();
gctx.DrawPath(CGPathDrawingMode.FillStroke);
gctx.RestoreState();
}
Here's the final result.
Note: I had to move the DrawArrowHead code out of it's method and into my UIView's Draw method to avoid Invalid Context errors when drawing the second, third, fourth, and fifth line/arrowhead combinations (you can read about that type of error here).
Calling path.CloseSubpath(); on a CGPath is not identical to calling gctx.ClosePath(); on a CGContext (where the stroke/fill will be done). Did you try the later ?
Related
I am learning the use of libgdx and I got confused by the viewport and how objects are arranged on the screen. Let's assume my 2D world is 2x2 units wide and high. Now I create a camera which viewport is 1x1. So I should see 25% of my world. Usually displays are not square shaped. So I would expect libgdx to squish and stretch this square to fit the display.
For a side scroller you would set the viewport height the same as the world height and adjust the viewport width according to the aspect ratio. Independent of the aspect ratio of your display you always see the full height of the world but different expansions on the x-axis. Somebody with a wider than high display could look further on the x-axis than somebody with a square shaped display. But proportions will be maintained and there is no distortion. So far I thought I mastered how the viewport logic works.
I am working with the book "Learning LibGDX Game Development" in which you develop the game "canyon bunny". The source code can be found here:
Canyon Bunny - GitHub
In the WorldRenderer Class you find the initilization of the camera:
private void init() {
batch = new SpriteBatch();
camera = new OrthographicCamera(Constants.VIEWPORT_WIDTH, Constants.VIEWPORT_HEIGHT);
camera.position.set(0, 0, 0);
camera.update();
}
The viewport constants are saved in a separate Constants-Class:
public class Constants {
// Visible game world is 5 meters wide
public static final float VIEWPORT_WIDTH = 5.0f;
// Visible game world is 5 meters tall
public static final float VIEWPORT_HEIGHT = 5.0f;
}
As you can see the viewport is 5x5. But the game objects have the right proportion on my phone (16:9) and even on a desktop when you change the windows size the game maintains the correct proportions. I don't understand why. I would expect that the game tries to paint a square shaped cutout of the world onto a rectangle shaped display which would lead to distortion. Why is that not the case? And why don't you need the adaption of width or height of the viewport to the aspect ratio?
The line:
cameraGUI.setToOrtho(true);
Overrides the values you gave when you called:
cameraGUI = new OrthographicCamera(Constants.VIEWPORT_GUI_WIDTH, Constants.VIEWPORT_GUI_HEIGHT);
Here's the LibGDX code that shows why/how the viewport sizes you set were ignored:
/** Sets this camera to an orthographic projection using a viewport fitting the screen resolution, centered at
* (Gdx.graphics.getWidth()/2, Gdx.graphics.getHeight()/2), with the y-axis pointing up or down.
* #param yDown whether y should be pointing down */
public void setToOrtho (boolean yDown) {
setToOrtho(yDown, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
}
/** Sets this camera to an orthographic projection, centered at (viewportWidth/2, viewportHeight/2), with the y-axis pointing up
* or down.
* #param yDown whether y should be pointing down.
* #param viewportWidth
* #param viewportHeight */
public void setToOrtho (boolean yDown, float viewportWidth, float viewportHeight) {
if (yDown) {
up.set(0, -1, 0);
direction.set(0, 0, 1);
} else {
up.set(0, 1, 0);
direction.set(0, 0, -1);
}
position.set(zoom * viewportWidth / 2.0f, zoom * viewportHeight / 2.0f, 0);
this.viewportWidth = viewportWidth;
this.viewportHeight = viewportHeight;
update();
}
So you would need to do this instead:
cameraGUI.setToOrtho(true, Constants.VIEWPORT_GUI_WIDTH, Constants.VIEWPORT_GUI_HEIGHT);
Also don't forget to call update() right after wherever you change the position or viewport dimensions of your camera (Or other properties)
I found the reason. If you take a look on the worldRenderer class there is a method resize(). In this method the viewport is adapted to the aspect ratio. I am just wondering because until now I thought the resize method is only called when resizing the window. Apparently it's also called at start up. Can anybody clarify?
This is the code I use to draw a line.
double[] lineArray = annotation.getAsArray(PdfName.L).asDoubleArray();
double x1 = lineArray[0] - rect.getAsNumber(0).doubleValue();
double y1 = lineArray[1] - rect.getAsNumber(1).doubleValue();
double x2 = lineArray[2] - rect.getAsNumber(0).doubleValue();
double y2 = lineArray[3] - rect.getAsNumber(1).doubleValue();
cs.moveTo(x1, y1);
cs.lineTo(x2, y2);
Where cs is PdfAppearance, annotation is PdfAnnotation and rect is
PdfArray rect = annotation.getAsArray(PdfName.RECT);
This works ok in portrait. but come, landscape mode e.g. 270 rotation, the coordinates get misplaced. I also did a rotate via cs.transform() so my 0,0 would be rotated but it does nothing.
Any idea what could be lacking?
The source
This answer covers the updated source code provided by the OP via a google drive link in comments:
public static void main(String[] args) throws Exception {
PdfReader reader = new PdfReader("src");
PdfStamper stamper = new PdfStamper(reader, new FileOutputStream("dest"));
Rectangle location = new Rectangle(544.8f, 517.65f, 663f, 373.35f);
PdfArray lineEndings = new PdfArray();
lineEndings.add(new PdfName("None"));
lineEndings.add(new PdfName("None"));
PdfAnnotation stamp = PdfAnnotation.createLine(stamper.getWriter(), location,
"comment", 550.05f, 510.9f, 656.25f, 378.6f);
stamp.put(new PdfName("LE"), lineEndings);
stamp.put(new PdfName("IT"), new PdfName("Line"));
stamp.setBorderStyle(new PdfBorderDictionary(1, PdfBorderDictionary.STYLE_SOLID));
stamp.setColor(PdfGraphics2D.prepareColor(Color.RED));
stamp.put(PdfName.ROTATE, new PdfNumber(270));
stamper.addAnnotation(stamp, 1);
addAppearance(stamper, stamp, location);
stamper.close();
reader.close();
}
private static void addAppearance(PdfStamper stamper, PdfAnnotation stamp, Rectangle location) {
PdfContentByte cb = stamper.getOverContent(1);
PdfAppearance app = cb.createAppearance(location.getWidth(), location.getHeight());
PdfArray rect = stamp.getAsArray(PdfName.RECT);
Rectangle bbox = app.getBoundingBox();
double[] lineArray = stamp.getAsArray(PdfName.L).asDoubleArray();
double x1 = lineArray[0] - rect.getAsNumber(0).doubleValue();
double y1 = lineArray[1] - rect.getAsNumber(1).doubleValue();
double x2 = lineArray[2] - rect.getAsNumber(0).doubleValue();
double y2 = lineArray[3] - rect.getAsNumber(1).doubleValue();
app.moveTo(x1, y1);
app.lineTo(x2, y2);
app.stroke();
stamp.setAppearance(PdfName.N, app);
}
No appearance
The first observation when viewing the resulting PDF in Chrome is, as the OP put it in a comment:
nothing shows up
Inspecting the PDF the cause is clear: The annotation has no appearance stream. Thus, limited PDF viewers which only can show annotations by their appearance stream, not by their descriptive values, like the integrated viewer in Chrome don't show it.
This is due to the order in which the OP calls iText functionalities in his code:
[... create annotation object stamp ...]
stamper.addAnnotation(stamp, 1);
addAppearance(stamper, stamp, location);
So he first adds the annotation to the PDF by means of stamper.addAnnotation and thereafter creates an appearance and attaches it to the stamp object.
This order is wrong. In context with iText one has to be aware that the library attempts to write additions as early as possible to the output stream to reduce its memory footprint. (This by the way is one of the important features of iText in the context of server applications in which multiple PDFs may have to be processed in parallel.)
So already during stamper.addAnnotation(stamp, 1) the annotation is written to the output stream, and as it has no appearance yet, the annotation in the output stream is without appearance. The later addAppearance call only adds an appearance to the in-memory representation of the annotation which won't be serialized anymore.
Changing the order to
[... create annotation object stamp ...]
addAppearance(stamper, stamp, location);
stamper.addAnnotation(stamp, 1);
results in a PDF with a line drawn. Unfortunately not at the desired position, but that is another problem.
Wrong position
The reason why the line is both in the wrong location and has the wrong direction, is based in a feature of iText which has already been a topic in this answer and in this answer:
For rotated pages iText attempts to lift the burden of adding the rotation and translation to page content required to draw upright text and have the coordinate system origin in the lower left of the page of the users' shoulders, so that the users don't have to deal with page rotation at all. Consequently, it also does so for annotations.
As you already have the actual coordinates to use, this "help" by iText damages your annotation. As discussed in those other answers, there unfortunately is no explicit switch to turn off that mechanism; there is an easy work-around, though: before your manipulation simply remove the page rotation entry, and afterwards add it back again:
PdfReader reader = ...;
PdfStamper stamper = ...;
// hide the page rotation
PdfDictionary pageDict = reader.getPageN(1);
PdfNumber rotation = pageDict.getAsNumber(PdfName.ROTATE);
pageDict.remove(PdfName.ROTATE);
Rectangle location = new Rectangle(544.8f, 517.65f, 663f, 373.35f);
PdfArray lineEndings = new PdfArray();
lineEndings.add(new PdfName("None"));
lineEndings.add(new PdfName("None"));
PdfAnnotation stamp = PdfAnnotation.createLine(stamper.getWriter(), location,
"comment", 550.05f, 510.9f, 656.25f, 378.6f);
stamp.put(new PdfName("LE"), lineEndings);
stamp.put(new PdfName("IT"), new PdfName("Line"));
stamp.setBorderStyle(new PdfBorderDictionary(1, PdfBorderDictionary.STYLE_SOLID));
stamp.setColor(PdfGraphics2D.prepareColor(Color.RED));
stamp.put(PdfName.ROTATE, new PdfNumber(270));
addAppearance(stamper, stamp, location);
stamper.addAnnotation(stamp, 1);
// add page rotation again if required
if (rotation != null)
pageDict.put(PdfName.ROTATE, rotation);
stamper.close();
reader.close();
This appears to create the annotation appearance as required.
While drawing a line on canvas, it creates multiple dots within the line. I am using easelJS for canvas drawing. Please refer the attached screenshot.
Code for line draw is as below.
Line with multiple dots
scope.init = function(){
stage = new createjs.Stage(element[0].id);
stage.enableDOMEvents(true);
createjs.Touch.enable(stage);
shellWrapper = new createjs.Container();
shellWrapper.id = mainContainerId;
shellWrapper.hitArea = new createjs.Shape(new createjs.Graphics().f('#000').dr(0,0,cacheWidth,cacheHeight));
shellWrapper.cache(0,0,cacheWidth,cacheHeight); // Cache it.
stage.addChild(shellWrapper);
drawing = new createjs.Shape();
shellWrapper.addChild(drawing);
stage.update();
}
scope.mouseDown = function(event) {
oldX = event.stageX;
oldY = event.stageY;
shellWrapper.addEventListener('pressmove', function(evt){
drawing.graphics.beginStroke(color)
.setStrokeStyle(size, 'round')
.moveTo(oldX, oldY)
.lineTo(evt.stageX, evt.stageY);
oldX = evt.stageX;
oldY = evt.stageY;
shellWrapper.updateCache(erase?'destination-out':'source-over');
drawing.graphics.clear();
stage.update();
});
};
This happens because a single line has its limits rounded, so it actually look like this:
The rounded edge goes a little bit (depending on stroke width) out of the line boundary so it gets over the past line drawn. This line overlay causes your drawing to look like it has small circles, but it does not, and thats because you're using a semi transparent color on the stroke.
To solve the issue, make the stroke color opaque and add transparency to the whole drawing by using myDisplayObj.alpha = 0.5;
This way individual lines will be fully opaque in relation to each other but they will be semi transparent relative to other display objects in the scene.
I'm currently creating a PDF with PdfSharp which mostly consists of text and some images.
The text elements have different colors. My problem is that as soon as I use a different color than the color I started with, the text is not visible in the resulting PDF (e.g. I start with black text, switch to a red text, the red text is not visible). All text elements are in the resulting PDF (I can select them), but the red elements are invisible.
So here is the code:
// Create a new PDF document with one page
var document = new PdfDocument();
var page = document.AddPage();
page.Width = 800;
page.Height = 600;
var defaultFont = new XFont("Arial", 12, XFontStyle.Regular, new XPdfFontOptions(PdfFontEmbedding.Always));
var gfx = XGraphics.FromPdfPage(page);
// black text
gfx.DrawString("black", defaultFont, XBrushes.Black, new XRect(x, y, width, height), XStringFormats.Center);
// red text
gfx.DrawString("red", defaultFont, XBrushes.Red, new XRect(x2, y2, width2, height2), XStringFormats.Center);
I've already found a solution (re-creating the XGraphics object) but it's quiete messy because it needs to be called after each color change:
// ...
// black text
gfx.DrawString("black", defaultFont, XBrushes.Black, new XRect(x, y, width, height), XStringFormats.Center);
// disposing the old graphics context and creating a new one seems to help
gfx.Dispose();
gfx = XGraphics.FromPdfPage(page);
// red text
gfx.DrawString("red", defaultFont, XBrushes.Red, new XRect(x2, y2, width2, height2), XStringFormats.Center);
I guess there is a better solution, but I couldn't find one yet.
Edit
As suggested in this answer, I wanted to create a SSCCE. During the creation I found the actual bug. Instead of XBrushes.Red I used an own defined XBrush, but didn't mention it in the above code snippet, because I thought it was unnecessary.
As already mentioned in the last section of the question, I used an own defined brush instead of XBrushes.Red.
I defined it the following way:
XBrush redBrush = new XSolidBrush(new XColor {R = 207, G = 0, B = 44});
This way the brush only worked after I disposed the graphics object and created a new one. But after some googling I found the correct way to define a brush:
XBrush redBrush = new XSolidBrush(XColor.FromArgb(207, 0, 44));
I tried to replicate your problem using your code snippet and PDFsharp version 1.32. I used VS Express 2013 which automatically converted all projects to .NET 4.5.
I tried both builds (GDI+ and WPF) and all colours worked fine for me.
So instead of just a code snippet you should provide an SSCCE.
See also:
http://forum.pdfsharp.net/viewtopic.php?p=2094#p2094
I'm using an NSMutableAttribtuedString in order to build a string with formatting, which I then pass to Core Text to render into a frame. The problem is, that I need to use superscript and subscript. Unless these characters are available in the font (most fonts don't support it), then setting the property kCTSuperscriptAttributeName does nothing at all.
So I guess I'm left with the only option, which is to fake it by changing the font size and moving the base line. I can do the font size bit, but don't know the code for altering the base line. Can anyone help please?
Thanks!
EDIT: I'm thinking, considering the amount of time I have available to sort this problem, of editing a font so that it's given a subscript "2"... Either that or finding a built-in iPad font which does. Does anyone know of any serif font with a subscript "2" I can use?
There is no baseline setting amongst the CTParagraphStyleSpecifiers or the defined string attribute name constants. I think it's therefore safe to conclude that CoreText does not itself support a baseline adjust property on text. There's a reference made to baseline placement in CTTypesetter, but I can't tie that to any ability to vary the baseline over the course of a line in the iPad's CoreText.
Hence, you probably need to interfere in the rendering process yourself. For example:
create a CTFramesetter, e.g. via CTFramesetterCreateWithAttributedString
get a CTFrame from that via CTFramesetterCreateFrame
use CTFrameGetLineOrigins and CTFrameGetLines to get an array of CTLines and where they should be drawn (ie, the text with suitable paragraph/line breaks and all your other kerning/leading/other positioning text attributes applied)
from those, for lines with no superscript or subscript, just use CTLineDraw and forget about it
for those with superscript or subscript, use CTLineGetGlyphRuns to get an array of CTRun objects describing the various glyphs on the line
on each run, use CTRunGetStringIndices to determine which source characters are in the run; if none that you want to superscript or subscript are included, just use CTRunDraw to draw the thing
otherwise, use CTRunGetGlyphs to break the run into individual glyphs and CTRunGetPositions to figure out where they would be drawn in the normal run of things
use CGContextShowGlyphsAtPoint as appropriate, having tweaked the text matrix for those you want in superscript or subscript
I haven't yet found a way to query whether a font has the relevant hints for automatic superscript/subscript generation, which makes things a bit tricky. If you're desperate and don't have a solution to that, it's probably easier just not to use CoreText's stuff at all — in which case you should probably define your own attribute (that's why [NS/CF]AttributedString allow arbitrary attributes to be applied, identified by string name) and use the normal NSString searching methods to identify regions that need to be printed in superscript or subscript from blind.
For performance reasons, binary search is probably the way to go on searching all lines, the runs within a line and the glyphs within a run for those you're interested in. Assuming you have a custom UIView subclass to draw CoreText content, it's probably smarter to do it ahead of time rather than upon every drawRect: (or the equivalent methods, if e.g. you're using a CATiledLayer).
Also, the CTRun methods have variants that request a pointer to a C array containing the things you're asking for copies of, possibly saving you a copy operation but not necessarily succeeding. Check the documentation. I've just made sure that I'm sketching a workable solution rather than necessarily plotting the absolutely optimal route through the CoreText API.
Here is some code based on Tommy's outline that does the job quite well (tested on only single lines though). Set the baseline on your attributed string with #"MDBaselineAdjust", and this code draws the line to offset, a CGPoint. To get superscript, also lower the font size a notch. Preview of what's possible: http://cloud.mochidev.com/IfPF (the line that reads "[Xe] 4f14...")
Hope this helps :)
NSAttributedString *string = ...;
CGPoint origin = ...;
CTFramesetterRef framesetter = CTFramesetterCreateWithAttributedString((CFAttributedStringRef)string);
CGSize suggestedSize = CTFramesetterSuggestFrameSizeWithConstraints(framesetter, CFRangeMake(0, string.length), NULL, CGSizeMake(CGFLOAT_MAX, CGFLOAT_MAX), NULL);
CGPathRef path = CGPathCreateWithRect(CGRectMake(origin.x, origin.y, suggestedSize.width, suggestedSize.height), NULL);
CTFrameRef frame = CTFramesetterCreateFrame(framesetter, CFRangeMake(0, string.length), path, NULL);
NSArray *lines = (NSArray *)CTFrameGetLines(frame);
if (lines.count) {
CGPoint *lineOrigins = malloc(lines.count * sizeof(CGPoint));
CTFrameGetLineOrigins(frame, CFRangeMake(0, lines.count), lineOrigins);
int i = 0;
for (id aLine in lines) {
NSArray *glyphRuns = (NSArray *)CTLineGetGlyphRuns((CTLineRef)aLine);
CGFloat width = origin.x+lineOrigins[i].x-lineOrigins[0].x;
for (id run in glyphRuns) {
CFRange range = CTRunGetStringRange((CTRunRef)run);
NSDictionary *dict = [string attributesAtIndex:range.location effectiveRange:NULL];
CGFloat baselineAdjust = [[dict objectForKey:#"MDBaselineAdjust"] doubleValue];
CGContextSetTextPosition(context, width, origin.y+baselineAdjust);
CTRunDraw((CTRunRef)run, context, CFRangeMake(0, 0));
}
i++;
}
free(lineOrigins);
}
CFRelease(frame);
CGPathRelease(path);
CFRelease(framesetter);
`
You can mimic subscripts now using TextKit in iOS7. Example:
NSMutableAttributedString *carbonDioxide = [[NSMutableAttributedString alloc] initWithString:#"CO2"];
[carbonDioxide addAttribute:NSFontAttributeName value:[UIFont systemFontOfSize:8] range:NSMakeRange(2, 1)];
[carbonDioxide addAttribute:NSBaselineOffsetAttributeName value:#(-2) range:NSMakeRange(2, 1)];
I've been having trouble with this myself. Apple's Core Text documentation claims that there has been support in iOS since version 3.2, but for some reason it still just doesn't work. Even in iOS 5... how very frustrating >.<
I managed to find a workaround if you only really care about superscript or subscript numbers. Say you have a block of text can might contain a "sub2" tag where you want a subscript number 2. Use NSRegularExpression to find the tags, and then use replacementStringForResult method on your regex object to replace each tag with unicode characters:
if ([match isEqualToString:#"<sub2/>"])
{
replacement = #"₂";
}
If you use the OSX character viewer, you can drop unicode characters right into your code. There's a set of characters in there called "Digits" which has all the superscript and subscript number characters. Just leave your cursor at the appropriate spot in your code window and double-click in the character viewer to insert the character you want.
With the right font, you could probably do this with any letter as well, but the character map only has a handful of non-numbers available for this that I've seen.
Alternatively you can just put the unicode characters in your source content, but in a lot of cases (like mine), that isn't possible.
Swift 4
Very loosely based off of Graham Perks' answer. I could not make his code work as is but after three hours of work I've created something that works great! If you'd prefer a full implementation of this along with a bunch of nifty other performance and feature add-ons (links, async drawing, etc), check out my single file library DYLabel. If not, read on.
I explain everything I'm doing in the comments. This is the draw method, to be called from drawRect:
/// Draw text on a given context. Supports superscript using NSBaselineOffsetAttributeName
///
/// This method works by drawing the text backwards (i.e. last line first). This is very very important because it's how we ensure superscripts don't overlap the text above it. In other words, we need to start from the bottom, get the height of the text we just drew, and then draw the next text above it. This could be done in a forward direction but you'd have to use lookahead which IMO is more work.
///
/// If you have to modify on this, remember that CT uses a mathmatical origin (i.e. 0,0 is bottom left like a cartisian plane)
/// - Parameters:
/// - context: A core graphics draw context
/// - attributedText: An attributed string
func drawText(context:CGContext, attributedText: NSAttributedString) {
//Create our CT boiler plate
let framesetter = CTFramesetterCreateWithAttributedString(attributedText)
let textRect = bounds
let path = CGPath(rect: textRect, transform: nil)
let frame = CTFramesetterCreateFrame(framesetter, CFRangeMake(0, 0), path, nil)
//Fetch our lines, bridging to swift from CFArray
let lines = CTFrameGetLines(frame) as [AnyObject]
let lineCount = lines.count
//Get the line origin coordinates. These are used for calculating stock line height (w/o baseline modifications)
var lineOrigins = [CGPoint](repeating: CGPoint.zero, count: lineCount)
CTFrameGetLineOrigins(frame, CFRangeMake(0, 0), &lineOrigins);
//Since we're starting from the bottom of the container we need get our bottom offset/padding (so text isn't slammed to the bottom or cut off)
var ascent:CGFloat = 0
var descent:CGFloat = 0
var leading:CGFloat = 0
if lineCount > 0 {
CTLineGetTypographicBounds(lines.last as! CTLine, &ascent, &descent, &leading)
}
//This variable holds the current draw position, relative to CT origin of the bottom left
//https://stackoverflow.com/a/27631737/1166266
var drawYPositionFromOrigin:CGFloat = descent
//Again, draw the lines in reverse so we don't need look ahead
for lineIndex in (0..<lineCount).reversed() {
//Calculate the current line height so we can accurately move the position up later
let lastLinePosition = lineIndex > 0 ? lineOrigins[lineIndex - 1].y: textRect.height
let currentLineHeight = lastLinePosition - lineOrigins[lineIndex].y
//Throughout the loop below this variable will be updated to the tallest value for the current line
var maxLineHeight:CGFloat = currentLineHeight
//Grab the current run glyph. This is used for attributed string interop
let glyphRuns = CTLineGetGlyphRuns(lines[lineIndex] as! CTLine) as [AnyObject]
for run in glyphRuns {
let run = run as! CTRun
//Convert the format range to something we can match to our string
let runRange = CTRunGetStringRange(run)
let attribuetsAtPosition = attributedText.attributes(at: runRange.location, effectiveRange: nil)
var baselineAdjustment: CGFloat = 0.0
if let adjust = attribuetsAtPosition[NSAttributedStringKey.baselineOffset] as? NSNumber {
//We have a baseline offset!
baselineAdjustment = CGFloat(adjust.floatValue)
}
//Check if this glyph run is tallest, and move it if it is
maxLineHeight = max(currentLineHeight + baselineAdjustment, maxLineHeight)
//Move the draw head. Note that we're drawing from the unupdated drawYPositionFromOrigin. This is again thanks to CT cartisian plane where we draw from the bottom left of text too.
context.textPosition = CGPoint.init(x: lineOrigins[lineIndex].x, y: drawYPositionFromOrigin)
//Draw!
CTRunDraw(run, context, CFRangeMake(0, 0))
}
//Move our position because we've completed the drawing of the line which is at most `maxLineHeight`
drawYPositionFromOrigin += maxLineHeight
}
}
I also made a method which calculates the required height of the text given a width. It's exactly the same code except it doesn't draw anything.
/// Calculate the height if it were drawn using `drawText`
/// Uses the same code as drawText except it doesn't draw.
///
/// - Parameters:
/// - attributedText: The text to calculate the height of
/// - width: The constraining width
/// - estimationHeight: Optional paramater, default 30,000px. This is the container height used to layout the text. DO NOT USE CGFLOATMAX AS IT CORE TEXT CANNOT CREATE A FRAME OF THAT SIZE.
/// - Returns: The size required to fit the text
static func size(of attributedText:NSAttributedString,width:CGFloat, estimationHeight:CGFloat?=30000) -> CGSize {
let framesetter = CTFramesetterCreateWithAttributedString(attributedText)
let textRect = CGRect.init(x: 0, y: 0, width: width, height: estimationHeight!)
let path = CGPath(rect: textRect, transform: nil)
let frame = CTFramesetterCreateFrame(framesetter, CFRangeMake(0, 0), path, nil)
//Fetch our lines, bridging to swift from CFArray
let lines = CTFrameGetLines(frame) as [AnyObject]
let lineCount = lines.count
//Get the line origin coordinates. These are used for calculating stock line height (w/o baseline modifications)
var lineOrigins = [CGPoint](repeating: CGPoint.zero, count: lineCount)
CTFrameGetLineOrigins(frame, CFRangeMake(0, 0), &lineOrigins);
//Since we're starting from the bottom of the container we need get our bottom offset/padding (so text isn't slammed to the bottom or cut off)
var ascent:CGFloat = 0
var descent:CGFloat = 0
var leading:CGFloat = 0
if lineCount > 0 {
CTLineGetTypographicBounds(lines.last as! CTLine, &ascent, &descent, &leading)
}
//This variable holds the current draw position, relative to CT origin of the bottom left
var drawYPositionFromOrigin:CGFloat = descent
//Again, draw the lines in reverse so we don't need look ahead
for lineIndex in (0..<lineCount).reversed() {
//Calculate the current line height so we can accurately move the position up later
let lastLinePosition = lineIndex > 0 ? lineOrigins[lineIndex - 1].y: textRect.height
let currentLineHeight = lastLinePosition - lineOrigins[lineIndex].y
//Throughout the loop below this variable will be updated to the tallest value for the current line
var maxLineHeight:CGFloat = currentLineHeight
//Grab the current run glyph. This is used for attributed string interop
let glyphRuns = CTLineGetGlyphRuns(lines[lineIndex] as! CTLine) as [AnyObject]
for run in glyphRuns {
let run = run as! CTRun
//Convert the format range to something we can match to our string
let runRange = CTRunGetStringRange(run)
let attribuetsAtPosition = attributedText.attributes(at: runRange.location, effectiveRange: nil)
var baselineAdjustment: CGFloat = 0.0
if let adjust = attribuetsAtPosition[NSAttributedStringKey.baselineOffset] as? NSNumber {
//We have a baseline offset!
baselineAdjustment = CGFloat(adjust.floatValue)
}
//Check if this glyph run is tallest, and move it if it is
maxLineHeight = max(currentLineHeight + baselineAdjustment, maxLineHeight)
//Skip drawing since this is a height calculation
}
//Move our position because we've completed the drawing of the line which is at most `maxLineHeight`
drawYPositionFromOrigin += maxLineHeight
}
return CGSize.init(width: width, height: drawYPositionFromOrigin)
}
Like everything I write, I also did some benchmarks against some public libraries and system functions (even though they won't work here). I used a huge, complex string here to keep anyone from taking unfair shortcuts.
---HEIGHT CALCULATION---
Runtime for 1000 iterations (ms) BoundsForRect: 5415.030002593994
Runtime for 1000 iterations (ms) layoutManager: 5370.990991592407
Runtime for 1000 iterations (ms) CTFramesetterSuggestFrameSizeWithConstraints: 2372.151017189026
Runtime for 1000 iterations (ms) CTFramesetterCreateFrame ObjC: 2300.302028656006
Runtime for 1000 iterations (ms) CTFramesetterCreateFrame-Swift: 2313.6669397354126
Runtime for 1000 iterations (ms) THIS ANSWER size(of:): 2566.351056098938
---RENDER---
Runtime for 1000 iterations (ms) AttributedLabel: 35.032033920288086
Runtime for 1000 iterations (ms) UILabel: 45.948028564453125
Runtime for 1000 iterations (ms) TTTAttributedLabel: 301.1329174041748
Runtime for 1000 iterations (ms) THIS ANSWER: 20.398974418640137
So summary time: we did very well! size(of...) is nearly equal to stock CT layout which means that our addon for superscript is fairly cheap despite using a hash table lookup. We do, however, flat out win on draw calls. I suspect that this is due to the very expensive 30k pixel estimation frame we have to create. If we make a better estimate performance will be better. I've already been working for about three hours so I'm calling it quits and leaving that as an exercise to the reader.
I struggled with this problem as well. It turns out, as some of the posters above suggested, that none of the fonts that come with IOS support superscripting or subscripting. My solution was to purchase and install two custom superscript and subscript fonts (They were $9.99 each and here's a link to the site http://superscriptfont.com/).
Not really that hard to do. Just add the font files as resources and add info.plist entries for "Font provided by application".
The next step was to search for the appropriate tags in my NSAttributedString, remove the tags and apply the font to the text.
Works great!
A Swift 2 twist on Dimitri's answer; effectively implements NSBaselineOffsetAttributeName.
When coding I was in a UIView so had a reasonable bounds rect to use. His answer calculated its own rect.
func drawText(context context:CGContextRef, attributedText: NSAttributedString) {
// All this CoreText iteration just to add support for superscripting.
// NSBaselineOffsetAttributeName isn't supported by CoreText. So we manully iterate through
// all the text ranges, rendering each, and offsetting the baseline where needed.
let framesetter = CTFramesetterCreateWithAttributedString(attributedText)
let textRect = CGRectOffset(bounds, 0, 0)
let path = CGPathCreateWithRect(textRect, nil)
let frame = CTFramesetterCreateFrame(framesetter, CFRangeMake(0, 0), path, nil)
// All the lines of text we'll render...
let lines = CTFrameGetLines(frame) as [AnyObject]
let lineCount = lines.count
// And their origin coordinates...
var lineOrigins = [CGPoint](count: lineCount, repeatedValue: CGPointZero)
CTFrameGetLineOrigins(frame, CFRangeMake(0, 0), &lineOrigins);
for lineIndex in 0..<lineCount {
let lineObject = lines[lineIndex]
// Each run of glyphs we'll render...
let glyphRuns = CTLineGetGlyphRuns(lineObject as! CTLine) as [AnyObject]
for r in glyphRuns {
let run = r as! CTRun
let runRange = CTRunGetStringRange(run)
// What attributes are in the NSAttributedString here? If we find NSBaselineOffsetAttributeName,
// adjust the baseline.
let attrs = attributedText.attributesAtIndex(runRange.location, effectiveRange: nil)
var baselineAdjustment: CGFloat = 0.0
if let adjust = attrs[NSBaselineOffsetAttributeName as String] as? NSNumber {
baselineAdjustment = CGFloat(adjust.floatValue)
}
CGContextSetTextPosition(context, lineOrigins[lineIndex].x, lineOrigins[lineIndex].y - 25 + baselineAdjustment)
CTRunDraw(run, context, CFRangeMake(0, 0))
}
}
}
With IOS 11, Apple introduced a new string attribute name:
kCTBaselineOffsetAttributeName which works with Core Text.
Note that the offset direction is different from NSBaselineOffsetAttributeName used with NSAttributedStrings on UILabels etc (a positive offset moves the baseline downwards).