Animating arbitrarily-shaped CGPath to rectangle - objective-c

I am using a CAShapeLayer to display a path that is updated as the user traces his/her finger on the screen. I'd like to transform this path to a rectangle that just encloses the path. I can compute the rectangle just fine; the tricky part is animating the transformation.
The docs say this about animating the path property of CAShapeLayer:
If the two paths have a different number of control points or segments the results are undefined.
So how do I go about adding more control points to the rectangular CGPath? Or is there a better way to achieve this animation? Thanks. =)

I think you have to manually construct a series of lines in the form of a rectangle. Iterate over the elements in the path, compute where on the bounding rectangle you want that point to transform to, and add that segment to the new rectangular path. You may have to use the same kind of element (e.g. cubic or quadratic Bézier curve that happens to form a straight line) so that the number of control points matches.
After the animation completes, you can reset the path to a pure rectangle if you want.

Related

Change NSImage Origin

Is it possible to change the origin of an NSImage? If so how would I go about doing this. I have coordinates in regular cartesian system some of them with negative values and I am trying to draw them at the corresponding point in the NSImage but since the origin is at (0,0) there are some missing.
EDIT:Say I have an drawing aspect that needs to be done to an image at the point (-10,-10), currently this doesn't show up. Is there a way to fix that?
If it's like in iOS (you may have to adapt a little the code) and if my memory is still good, you have to do this, since origin is readOnly:
CGRect myFrame = yourImage.frame;
myFrame.origin.x=newX; myFrame.origin.y=newY;
yourImage.frame = myFrame;
I think you are confusing an NSImage with it's container. An NSImage has no bounds or frame, and thus no origin. It does have a size which may represent the pixel dimensions of its birtmap representation ( if it has one) or otherwise could represent it's bounding box ( if it is a vector image). Drawing in an image at a pixel location of (-10,-10) doesn't really make sense.
An NSImage is displayed in a container ( typically an NSImageView), and the container's bounds.origin will dictate the placement of the image relative to the imageView, but you can't modify pixels beyond the edge of the bitmap plane.
In any case you probably want to be using a subclassed NSView in which you would override the drawRect method for your custom drawing. NSView does have a bounds.origin but this is not relevant to your in-drawing coordinates, but rather to the position of the drawn content as a whole to the view's bounding box. The coordinate system that you will be drawing into will be referenced to your graphics context which will (usually) pin the origin (0,0) to the bottom left corner (OSX) or top left corner (iOS). If you are trying to represent negative points on a Cartesian plane, you will need to apply a translation transform to map your points into this positive coordinate space.
I'm trying to explain in a few words, badly, something which Apple explains in great detail in their Quartz 2D Programming Guide.

Merge two UIBezierPath points

I want to be able to select some area from this image, and change the color of the selected area.
To do this, I thought of using CALayer and UIBezierPath.
I've cleared the colored area from the image, then I took each area point and drew a UIBezierPath beneath the image.
I have 3 CALayers for each area, each CALayer has a UIBezierPath with predefined points.
When the user clicks on a layer, it will show the selected layer without filling the UIBezierPath, just to have a border around the UIBezierPath, the result look like this:
I added a UIView over the image with Opacity = 0.6f and
redrew all the CALayers on it.
All the layers are hidden in the new UIView
Every thing is working great, the next step is to merge the selected areas:
I took the points from the first area and added it to the points of
the second area
I created a new UIBezierPath with the new points
My problem is that the result is wrong:
How to merge a UIBezierPath with a correct points order?
Is there a better way to accomplish something like this without
using UIBezierPath?
from looking at the image above, the path is wrong because the sequence of points is not followed which pretty much screws up your path. I don't think a Bezier Path is the right tool to do this in the first place as you have rectangular or point to point connections. So you more have a Poligon than a Bezier Path object. However UIKit seems to bundle all this into a UIBezierPath object (non optimal naming if you ask me).
The tricky thing here is to find out where the two shapes really touch each other and to add the points in the sequence as before but then tear up the vertical lines in the middle and connect the path to the other structure.
Another alternative could be to use a bitmap and simply union the bitmaps and create a new shape. It largely depends on how your base data is represented and managed. You could also simply keep two shapes and just join them in a meta object to draw them concurrently.

Create an irregular shaped frame

I've created a canvas within which I display an image that is clipped when it goes over the edges. I can do this fine with a square shaped frame, however the frame I want to use is the one below. Is there any way I can clip the image inside the frame without having to add a non transparent square border around the image, i.e. just using the black line that I've already drawn? (on iPad)
You'll need to use Core Graphics and Quartz to handle this sort of clipping/graphics manipulation.
http://developer.apple.com/library/ios/#documentation/GraphicsImaging/Conceptual/drawingwithquartz2d/Introduction/Introduction.html#//apple_ref/doc/uid/TP30001066
If you're using UIBezierPath, you may be able to achieve the clipping you're after using the following process
http://developer.apple.com/library/ios/#documentation/GraphicsImaging/Conceptual/drawingwithquartz2d/dq_paths/dq_paths.html#//apple_ref/doc/uid/TP30001066-CH211-TPXREF101
Convert your UIBezierPath to a CGPath
Get your image into a CGContext
Add your CGPath to the context via CGContextAddPath
Clip your context using CGContextClip
Alternatively, if you don't want to be messing with paths (and depending on whether this technique is suitable for your situation, your description of the issue makes it hard to tell), it might be worth using image masking to achieve the effect you're after. See the first link and look under "Bitmap Images and Image Masks".

How to recognize the touch of a non regular sprite image?

I have a sprite and if it is touched the touch should be recognized. I used the coordinates to do so. I took the coordinates (min x, min y, max x , max y)of the sprite image. But The sprite image is not a rectangular shape. So, even if I touch the coordinates outside the sprite and inside the rectangular bounds the sprite is recognized.
But for my application I need only the sprite to be recognized. So, I have to take only the coordinates of the sprite, but it is not regular shape. I am using CCSprite in my program.
So, what can I do to for only the sprite to be selected ? Which classes should use for this?
Thank You.
You could try one of the following...
Create a bounding box smaller than the absolute extents of the sprite image. Yes it will be smaller than the sprite. This will eliminate the dead space click detection of the sprite the trade off being parts of your sprite which look selectable won't be
Use a circular bounding area to detect if the user has clicked on your sprite. Again you will have the dead space problem in my first suggestion but the sphere may give you some better coverage area over the sprite giving you better results on touch detection
This is a standard problem in physics collision detection systems which often end up using circles or rectangles as their collision bodies. I would go with the either a circle or rectangle smaller than the size of your sprite as your bounding area. Going finer detail than that you could generate bounding area polygons. This would however introduce a whole bunch of new issues and concerns.
I am building a Cocos2D game right now and what I am doing is first I step through my sprites and see which sprites the touch hit (they overlap in my app)
Then, for each sprite hit I use [sprite convertTouchToNodeSpace] to get an X,Y co-ordinate inside the sprite, which I can use (although the Y axis is flipped) to reference the CGImage I created the sprite with.
If the pixel at the touch point is 'clear' ie alpha 0, then the sprite was not really touched, and I check the next sprite in the z-order to see if it has color where it was touched.
Sometimes I think I should be using a two color mask image to go along with each sprite, not the sprite image. But, I am mr. make it work, then make it fast.
I realise this is not super efficient, but I do not have very many sprites and I do this only for touches.

how to generate graphs using integer values in iphone

i want to show a grapph/bar chart in iphone how do i do this without custom API;s
You may want to investigate the Core Plot project [code.google.com]. Core Plot was the subject of this year's scientific coding project at WWDC and is pretty useable for some cases already. From its inception, Core Plot was intended for both OS X and iPhone uses. The source distribution (there hasn't been a binary release yet) comes with both OS X and iPhone example applications and there's info on the project wiki for using it as a library in an iPhone app. Here's an example of it's current plotting capabilities.
(source: googlecode.com)
Write your own. It's not easy, I'm in the process of doing the same thing right now. Here's how I'm doing it:
First, ignore any desire you may have to try using a UIScrollView if you want to allow zooming. It's totally not worth it.
Second, create something like a GraphElement protocol. I have a hierarchy that looks something like this:
GraphElement
GraphPathElement
GraphDataElement
GraphDataSupplierElement
GraphElement contains the basic necessary methods for a graph element, including how to draw, a maximum width (for zooming in), whether a point is within that element (for touches) and the standard touchBegan, touchMoved, and touchEnded functions.
GraphPathElement contains a CGPath, a line color and width, a fill color and a drawing mode. Whenever it's prompted to draw, it simply adds the path to the context, sets the colors and line width, and draws the path with the given drawing mode.
GraphDataElement, as a subclass of GraphPathElement, takes in a set of data in x-y coordinates, a graph type (bar or line), a frame, and a bounds. The frame is the actual size of the created output CGPath. The bounds is the size of the data in input coordinates. Essentially, it lets you scale the data to the screen size.
It creates a graph by first calculating an affine transform to transform the bounds to the frame, then it loops through each point and adds it as data to a path, applying that transform to the point before adding it. How it adds data depends on the type.
If it's a bar graph, it creates a rectangle of width 0, origin at (x,frame.size.height-y), and height=y. Then it "insets" the graph by -3 pixels horizontally, and adds that to the path.
If it's a line graph, it's much simpler. It just moves to the first point, then for each other point, it adds a line to that point, adds a circle in a rect around that point, then moves back to that point to go on to the next point.
GraphDataSupplierElement is the interface to my database that actually contains all the data. It determines what kind of graph it should be, formats the data into the required type for GraphDataElement, and passes it on, with the color to use for that particular graph.
For me, the x-axis is time, and is represented as NSTimeIntervals. The GraphDataSupplierElement contains a minDate and maxDate so that a GraphDateElement can draw the x-axis labels as required.
Once all this is done, you need to create the actual graph. You can go about it several ways. One option is to keep all the elements in an NSArray and whenever drawRect: is called, loop through each element and draw it. Another option is to create a CALayer for each element, and use the GraphPathElement as the CALayer's delegate. Or you could make GraphPathElement extend from CALayer directly. It's up to you on this one. I haven't gotten as far as trying CALayers yet, I'm still stuck in the simple NSArray stage. I may move to CALayers at some point, once I'm satisfied with how everything looks.
So, all in all, the idea is that you create the graph as one or many CGPaths beforehand, and just draw that when you need to draw the graph, rather than trying to actually parse data whenever you get a drawRect: call.
Scaling can be done by keeping the source data in your GraphDataElement, and just change the frame so that the scaling of the bounds to the frame creates a CGPath wider than the screen, or whatever your needs are. I basically re-implemented my own pinch-zoom for my Graph UIView subclass that only scales horizontally, by changing its transform, then on completion, get the current frame, reset the transform to identity, set the frame to the saved value, and set the frame of all of the GraphElements to the new frame as well, to make them scale. Then just call [self setNeedsDisplay] to draw.
Anyway, that's a bit ramble-ish, but it's an outline of how I made it happen. If you have more specific questions, feel free to comment.