Custom MKOverlayView/unmodified MKPolygonView is clipped at certain zoom levels - objective-c

I'm having an issue with both a custom MKOverlayView and standard MKPolygonView being clipped at certain zoom levels when there are multiple overlays added to a map.
The overlay of Algeria at two double tap zoom level.
The overlay of Algeria at three double tap zoom level. Note the clipping.
A few observations:
This occurs regardless of whether or not I use a custom MKOverlayView or return an MKPolygonView with the same polygons.
If I only draw one overlay, this problem does not occur.
This does not occur for all overlays - only some.
As far as code goes: this adds the overlay to an NSMutableArray (borderOverlays), which is then accessed elsewhere to load the overlay for a specific country ID. minX/minY/maxX/maxY are latitude/longitude values; polygon is a path constructed from an ESRI shapefile.
CLLocationCoordinate2D mbrMin = CLLocationCoordinate2DMake(minY, minX);
CLLocationCoordinate2D mbrMax = CLLocationCoordinate2DMake(maxY, maxX);
MKMapPoint minPoint = MKMapPointForCoordinate(mbrMin);
MKMapPoint maxPoint = MKMapPointForCoordinate(mbrMax);
MKMapSize size = MKMapSizeMake(maxPoint.x - minPoint.x, maxPoint.y - minPoint.y);
MKMapRect rect = MKMapRectMake(minPoint.x, minPoint.y, size.width, size.height);
if ( spans180 ) {
rect = MKMapRectMake(minPoint.x, minPoint.y, MKMapSizeWorld.width * 2, size.height);
}
CustomMKOverlay* overlay = [[CustomMKOverlay alloc] initWithPolygon:polygon withBoundingMapRect:rect];
[borderOverlays addObject:overlay];
The overlay is added to the map via:
[mapView addOverlay:overlay];
viewForOverlay:
- (MKOverlayView *)mapView:(MKMapView*)aMapView viewForOverlay:(id<MKOverlay>)overlay
{
if ( [overlay isKindOfClass:[CustomMKOverlay class]] ) {
/* Note: the behaviour if this chunk is not commented is the exact same as below.
CustomMKOverlayView* overlayView = [[[CustomMKOverlayView alloc] initWithOverlay:overlay withMapView:aMapView] autorelease];
[borderViews addObject:overlayView];
return overlayView; */
MKPolygonView* view = [[[MKPolygonView alloc] initWithPolygon:((CustomMKOverlay*)overlay).polygon] autorelease];
view.fillColor = [((CustomMKOverlay*)overlay).colour colorWithAlphaComponent:0.5f];
view.lineWidth = 5.0f;
view.strokeColor = [UIColor blackColor];
[borderViews addObject:view];
return view;
}
}
When MKPolygonView is used, there is no drawing code (the example shown). For completion's sake, though, here's my custom drawing code, and the same issue occurs. The outlines normally draw - this is actually debugging drawing, which draws a rect around the boundingMapRect of the overlay and fills it without mucking around with the outlines.
- (void)drawMapRect:(MKMapRect)mapRect zoomScale:(MKZoomScale)zoomScale inContext:(CGContextRef)context
{
CustomMKOverlay* overlay = (CustomMKOverlay*)self.overlay;
CGRect clipRect = [self rectForMapRect:overlay.boundingMapRect];
CGContextAddRect(context, clipRect);
CGContextClip(context);
UIColor* colour = [UIColor redColor];
colour = [colour colorWithAlphaComponent:0.5f];
CGContextSetFillColorWithColor(context, [colour CGColor]);
CGRect fillRect = [self rectForMapRect:overlay.boundingMapRect];
CGContextFillRect(context, fillRect);
}
Suffice to say, I'm a bit stumped at this point - it's almost as if the zoomed tiled that's being loaded draws over the overlay. I've poured over various examples regarding TileMap and HazardMap, but as I am not loading my own map tiles, they're not very helpful.
I'm probably missing something painfully obvious. Any help would be appreciated. I'm happy to provide more code/context if necessary.

It would appear that the culprit is:
CLLocationCoordinate2D mbrMin = CLLocationCoordinate2DMake(minY, minX);
CLLocationCoordinate2D mbrMax = CLLocationCoordinate2DMake(maxY, maxX);
Bounding rectangles for MKOverlays apparently need to be based on the northwest/southeast coordinates of the bounding region, and not southwest/northeast (which is the format the ESRI shapefile stores its bounding coordinates in). Changing the offending code to:
CLLocationCoordinate2D mbrMin = CLLocationCoordinate2DMake(maxY, minX);
CLLocationCoordinate2D mbrMax = CLLocationCoordinate2DMake(minY, maxX);
Appears to resolve all issues with zooming and strange outline anomalies. I hope this helps anyone who comes across this problem in the future (and I'd like to hear about it if it doesn't, since this solution works a treat for me).
Also: if anyone can point to any documentation that states this, I'd like to see it.

Related

Drawing outside content insets with drawGlyphsForGlyphRange

I'm trying to show some extra symbols next to lines in NSTextView, based on text attributes.
I have successfully subclassed NSLayoutManager, but it seems that layout manager can't draw outside the area set by textContainerInset.
Because my text view can potentially have a very long strings, I'm hoping to keep the drawing connected to displaying glyphs. Is there a way to trick the layout manager to be able to draw inside the content insets — or is there another method I use instead of drawGlyphsForGlyphRange?
I have tried calling super before and after drawing, as well as storing and not storing graphics state. I also attempted setDrawsOutsideLineFragment:YES for the glyphs, but with no luck.
Things like Xcode editor itself uses change markers, so I know that this is somehow doable, but it's very possible I'm looking from the wrong place.
My drawing method, simplified:
- (void)drawGlyphsForGlyphRange:(NSRange)glyphsToShow atPoint:(NSPoint)origin {
[super drawGlyphsForGlyphRange:glyphsToShow atPoint:origin];
NSTextStorage *textStorage = self.textStorage;
NSTextContainer *textContainer = self.textContainers[0];
NSRange glyphRange = glyphsToShow;
NSSize offset = self.textContainers.firstObject.textView.textContainerInset;
while (glyphRange.length > 0) {
NSRange charRange = [self characterRangeForGlyphRange:glyphRange actualGlyphRange:NULL], attributeCharRange, attributeGlyphRange;
id attribute = [textStorage attribute:#"Revision" atIndex:charRange.location longestEffectiveRange:&attributeCharRange inRange:charRange];
attributeGlyphRange = [self glyphRangeForCharacterRange:attributeCharRange actualCharacterRange:NULL];
attributeGlyphRange = NSIntersectionRange(attributeGlyphRange, glyphRange);
if (attribute != nil) {
[NSGraphicsContext saveGraphicsState];
NSRect boundingRect = [self boundingRectForGlyphRange:attributeGlyphRange
inTextContainer:textContainer];
// Find the top of the revision
NSPoint point = NSMakePoint(offset.width - 20, offset.height + boundingRect.origin.y + 1.0);
NSString *marker = #"*";
[marker drawAtPoint:point withAttributes:#{
NSForegroundColorAttributeName: NSColor.blackColor;
}];
[NSGraphicsContext restoreGraphicsState];
}
glyphRange.length = NSMaxRange(glyphRange) - NSMaxRange(attributeGlyphRange);
glyphRange.location = NSMaxRange(attributeGlyphRange);
}
}
The answer was much more simple than I anticipated.
You can set lineFragmentPadding for the associated NSTextContainer to make more room for drawing in the margins. This has to be taken into account when setting insets for the text container.

Cocoa: How to draw inset text as in Mail.app?

How can I draw this style of text in Cocoa (OS X)? It seems to be used in several Apple apps including Mail (as pictured above) and several places in Xcode sidebars. I've looked around but haven't been able to find any resources suggesting how to reproduce this specific style of text. It looks like an inset shadow and my first guess was to try using an NSShadow with the blur radius set to a negative value but apparently only positive values are allowed. Any ideas?
I have some code that draws an embossed cell (originally written Jonathon Mah, I believe). It might not do exactly what you want but it'll give you a place to start:
#implementation DMEmbossedTextFieldCell
#pragma mark NSCell
- (void)drawInteriorWithFrame:(NSRect)cellFrame inView:(NSView *)controlView;
{
/* This method copies the three-layer method used by Safari's error page. That's accessible by forcing an
* error (e.g. visiting <foo://>) and opening the web inspector. */
// I tried to use NSBaselineOffsetAttributeName instead of shifting the frame, but that didn't seem to work
const NSRect onePixelUpFrame = NSOffsetRect(cellFrame, 0.0, [NSGraphicsContext currentContext].isFlipped ? -1.0 : 1.0);
const NSRange fullRange = NSMakeRange(0, self.attributedStringValue.length);
NSMutableAttributedString *scratchString = [self.attributedStringValue mutableCopy];
BOOL overDark = (self.backgroundStyle == NSBackgroundStyleDark);
CGFloat (^whenLight)(CGFloat) = ^(CGFloat b) { return overDark ? 1.0 - b : b; };
// Layer 1
[scratchString addAttribute:NSForegroundColorAttributeName value:[NSColor colorWithCalibratedWhite:whenLight(1.0) alpha:1.0] range:fullRange];
[scratchString drawInRect:cellFrame];
// Layer 2
BOOL useGradient = NO; // Safari 5.2 preview has switched to a lighter, solid color look for the detail text. Since we use the same class, use bold-ness to decide
if (self.attributedStringValue.length > 0) {
NSFont *font = [self.attributedStringValue attribute:NSFontAttributeName atIndex:0 effectiveRange:NULL];
if ([[NSFontManager sharedFontManager] traitsOfFont:font] & NSBoldFontMask)
useGradient = YES;
}
NSColor *solidShade = [NSColor colorWithCalibratedHue:200/360.0 saturation:0.03 brightness:whenLight(0.41) alpha:1.0];
[scratchString addAttribute:NSForegroundColorAttributeName value:solidShade range:fullRange];
[scratchString drawInRect:onePixelUpFrame];
// Layer 3 (Safari uses alpha of 0.25)
[scratchString addAttribute:NSForegroundColorAttributeName value:[NSColor colorWithCalibratedWhite:whenLight(1.0) alpha:0.25] range:fullRange];
[scratchString drawInRect:cellFrame];
}
#end
Please don't pick this as the answer I just implemented the above suggestions for fun and put it here because it will probably be useful to someone in the future!
https://github.com/danieljfarrell/InnerShadowTextFieldCell
Following from the advice of indragie and wil-shipley here is a subclass of NSTextFieldCell that draws the text with an inner shadow.
The header file,
// InnerShadowTextFieldCell.h
#import <Cocoa/Cocoa.h>
#interface InnerShadowTextFieldCell : NSTextFieldCell
#property (strong) NSShadow *innerShadow;
#end
Now the implementation file,
// InnerShadowTextFieldCell.m
#import "InnerShadowTextFieldCell.h"
// This class needs the NSString category -bezierWithFont: from,
// https://developer.apple.com/library/mac/samplecode/SpeedometerView/Listings/SpeedyCategories_m.html
#implementation InnerShadowTextFieldCell
- (void)drawInteriorWithFrame:(NSRect)cellFrame inView:(NSView *)controlView {
//// Shadow Declarations
if (_innerShadow == nil) {
/* Inner shadow has not been set, override here with default shadow.
You may or may not want this behaviour. */
_innerShadow = [[NSShadow alloc] init];
[_innerShadow setShadowColor: [NSColor darkGrayColor]];
[_innerShadow setShadowOffset: NSMakeSize(0.1, 0.1)];
/* Trying to find a default shadow radius which will look good for
a label of any size, let's get a rough estimate based on the
hypotenuse of the cell frame. */
[_innerShadow setShadowBlurRadius: 0.0075 * hypot(NSWidth(cellFrame), NSHeight(cellFrame)) ];
}
/* Because we are using the -bezierWithFont: we get a slightly
different path than had we used the superclass to drawn the
text path. This means that the background colour and text
colour looks odd if we use call the superclass's,
-drawInteriorWithFrame:inView: method let's do that
drawing here. Not making the call to super might cause
problems for general use (?) but for a simple label is seems
to work OK */
[self.backgroundColor setFill];
NSRectFill(cellFrame);
NSBezierPath *bezierPath = [self.title bezierWithFont:self.font];
[self.textColor setFill];
[bezierPath fill];
/* The following is inner shadow drawing method is taken from Paint Code */
////// Bezier Inner Shadow
NSShadow *shadow = _innerShadow;
NSRect bezierBorderRect = NSInsetRect([bezierPath bounds], -shadow.shadowBlurRadius, -shadow.shadowBlurRadius);
bezierBorderRect = NSOffsetRect(bezierBorderRect, -shadow.shadowOffset.width, shadow.shadowOffset.height);
bezierBorderRect = NSInsetRect(NSUnionRect(bezierBorderRect, [bezierPath bounds]), -1, -1);
NSBezierPath* bezierNegativePath = [NSBezierPath bezierPathWithRect: bezierBorderRect];
[bezierNegativePath appendBezierPath: bezierPath];
[bezierNegativePath setWindingRule: NSEvenOddWindingRule];
[NSGraphicsContext saveGraphicsState];
{
NSShadow* shadowWithOffset = [shadow copy];
CGFloat xOffset = shadowWithOffset.shadowOffset.width + round(bezierBorderRect.size.width);
CGFloat yOffset = shadowWithOffset.shadowOffset.height;
shadowWithOffset.shadowOffset = NSMakeSize(xOffset + copysign(0.0, xOffset), yOffset + copysign(0.1, yOffset));
[shadowWithOffset set];
[[NSColor grayColor] setFill];
[bezierPath addClip];
NSAffineTransform* transform = [NSAffineTransform transform];
[transform translateXBy: -round(bezierBorderRect.size.width) yBy: 0];
[[transform transformBezierPath: bezierNegativePath] fill];
}
[NSGraphicsContext restoreGraphicsState];
}
#end
This could probably be made more robust but it seems fine for just drawing static labels.
Make sure your change the text color and text background color properties in Interface Builder otherwise you will not be able to see the shadow.
From your screenshot, that looks like text drawn with an inner shadow. Hence, the standard NSShadow method of using a blur radius of 0 won't work because that only draws the shadow under/above the text.
There are two steps to drawing text with an inner shadow.
1. Get the drawing path of the text
To be able to draw a shadow inside the text glyphs, you need to create a bezier path from the string. The Apple sample code SpeedometerView has a category that adds the method -bezierWithFont: to NSString. Run the project to see how this method is used.
2. Fill the path with an inner shadow
Drawing shadows under bezier paths is easy, but drawing a shadow inside one is not trivial. Fortunately, the NSBezierPath+MCAdditions category adds the -[NSBezierPath fillWithInnerShadow:] method to make this easy.

UIView coordinate systems - offsetting and translating

I'm pretty sure this is more a of a math question, but I'll phrase it in the context of UIView and iPad-related objective C
I am importing raw data from a mapping file I have created from some public domain material downloaded elsewhere, then split out to isolate various regions within the map. Each region has a number of sub-regions, much like, for example, the continental US and then the various states which appear within the US, and then each sub-region is broken down again, into, let's say, counties.
Each state, and each county has a bounding box which tells me the origin, the width, and height each is.
In my initial setup, I created a separate view for each state, and then another view for each county. The polygon representing the area of the state/county was rendered (obviously with the county on top of the state so it would be visible) relative to a view I created through interface builder, called mainContainerView. This initial setup worked correctly.
Now I am trying to change things a bit, by adding the counties to the UIView holding the polygon for the state, so I will be able to overlay the state as a clipping mask on the counties. The problem is that no matter what I try, I cannot seem to get the county to translate to the right place within the state's view.
It seems like it should be straightforward addition or subtraction as the scaling for each item is exactly the same, and I'm not trying to do any major transformations, so I do not believe the CFAffineTransformation family is needed.
I can post code if necessary, but I'm not trying to get someone to write my program for me; I just want someone to point me in the right direction here, by giving me a suggestion on how to set the county relative to the state within the state's view.
As per a request, here's the relevant code that I am working on right now. This code does not work, but it gives you the idea as to what I'm doing. Posting sample data is a little more difficult, as it involves arrays of points and data extracted from a .SHP file designed to produce a map (and subdivisions). I'll include some comments in the code with some real point values as I step through the program to show you what's happening to them.
MASK_MAX_EASTING, MASK_MAX_NORTHING, MASK_MIN_EASTING, and MASK_MIN_NORTHING are constants which define the bounding box for the entire map of the country when made up of states.
DIST_MAX_EASTING, DIST_MAX_NORTHING, DIST_MIN_EASTING, and DIST_MIN_NORTHING are constants which define the bounding box for a map of the country when made up of the counties. The scales of the two maps are slightly different, so, by using the different bounding boxes, I've been able to scale the two maps to the same size.
-(void)didLoadMap:(NSNotification *)notification {
id region = [notification object];
ShapePolyline *polygon = [region polygon];
if ([notification name] == #"MapsLoadingForState") {
// m_nBoundingBox is an array which contains the RAW northing and easting values for each subdivision. [0] - west limit, [1] - south limit, [2] - east limit, [3] - north limit.
// The code below, combined with the drawrect method in DrawMap.m (below) puts all the states on the map in precisely the right places, so for the state maps, it works just fine.
CGFloat originX = ((polygon->m_nBoundingBox[0]-MASK_MIN_EASTING)*stateScaleMultiplier)+([mainContainerView frame].size.width/2);
CGFloat originY = ((MASK_MAX_NORTHING-(polygon->m_nBoundingBox[3]))*stateScaleMultiplier)+[mainContainerView frame].origin.y;
CGFloat width = polygon->m_nBoundingBox[2] - polygon->m_nBoundingBox[0];
CGFloat height = polygon->m_nBoundingBox[3] - polygon->m_nBoundingBox[1];
CGFloat scaledWidth = width*stateScaleMultiplier;
CGFloat scaledHeight = height*stateScaleMultiplier;
UIColor *subViewColor = [UIColor colorWithRed:0.0 green:1.0 blue:1.0 alpha:0.0];
stateMapView = [[DrawMap alloc] initWithFrame:CGRectMake(originX, originY, scaledWidth, scaledHeight)];
[stateMapView setBackgroundColor:subViewColor];
[stateMapView setStateScale:stateScaleMultiplier];
[stateMapView setCountyScale:countyScaleMultiplier]; // Not actually needed.
[stateMapView setClippingMask:polygon];
UIColor *colorMask = [UIColor colorWithWhite:1.0 alpha:1.0];
[stateMapView setForeground:colorMask];
[states addObject:stateMapView]; // Add the state map view to an array (for future use)
[mapView addSubview:stateMapView]; // MapView is a UIView of equivalent size and shape as mainContainerView.
} else {
// This is where the problems occur.
CGFloat originX = (polygon->m_nBoundingBox[0]-DIST_MIN_EASTING); // 4431590 (raw data)
originX *= countyScaleMultiplier; // 303.929108
originX += ([mainContainerView frame].size.width/2); // 815.929077
CGFloat originY = (DIST_MAX_NORTHING-polygon->m_nBoundingBox[3]); 4328997
originY *= countyScaleMultiplier; // 296.893036
originY -= [mainContainerView frame].origin.y; // 340.893036
CGRect frame = [stateMapView frame]; // Dummy variable created for watches in the debugger. x=856.237183, y=332.169922 width=34.3800087, height=28.7534008
// When I was invoking DrawMap.h and the included drawrect method, the county map would easily be displayed in the right place, as you can see by the values above.
// This is where I think the problem is. The X value is WAY off as far as I can tell.
originX -= frame.origin.x; // -40.3081055
originY -= frame.origin.y; // 8.72311401
CGPoint countyOrigin = CGPointMake(originX,originY);
// Translate the county's origin so it is relative to the origin of stateMapView, not MainContainerView (doesn't work)
[stateMapView addCountyMap:[region polygon] withColor:winner translatedBy:countyOrigin];
[stateMapView setNeedsDisplay];
}
I am aware that there are several issues with this code and some stuff outside the scope of this question may make a few of you raise an eyebrow (or two) but this is definitely a work in progress...
Here's the relevant code from DrawMap.m; I've cut a bunch of stuff out because it is extraneous.
- (void)drawRect:(CGRect)rect {
// Set up
for (int i=0;i<[countyMaps count];i++) {
// Draw the polygon.
[[countyColors objectAtIndex:i] setFill];
[self drawPolygon:[countyMaps objectAtIndex:i]
usingScale:stateScale
translatedBy:CGPointMake([[countyTranslations objectAtIndex:2*i] floatValue],
[[countyTranslations objectAtIndex:2*i+1] floatValue])];
}
// Set the blend mode to multiply
CGContextSetBlendMode(context, kCGBlendModeMultiply);
// Draw a path with clippingMask
[[UIColor colorWithWhite:1.0 alpha:1.0] setFill];
// CGPoint translate = CGPointMake(0,0);
[self drawPolygon:clippingMask usingScale:stateScale translatedBy:CGPointMake(0,0)];
}
-(void)drawPolygon:(ShapePolyline *)aPolygon usingScale:(float)mapScale translatedBy:(CGPoint)trans {
for (int j=0;j<[aPolygon numParts];j++) {
UIBezierPath *path = [UIBezierPath bezierPath];
[path setLineJoinStyle:kCGLineJoinRound];
int startIndex = [[[aPolygon m_Parts] objectAtIndex:j] intValue];
int endIndex = [aPolygon numPoints];
CGPoint startPoint;
[[[aPolygon m_Points] objectAtIndex:startIndex] getValue:&startPoint];
startPoint.x *=mapScale;
startPoint.y *=mapScale;
startPoint.x -= trans.x;
startPoint.y -= trans.y;
[path moveToPoint:startPoint];
if (j+1 != [aPolygon numParts]){
endIndex = [[[aPolygon m_Parts] objectAtIndex:j+1] intValue];
}
for (int k=startIndex+1; k<endIndex; k++)
{
CGPoint nextPoint;
[[[aPolygon m_Points] objectAtIndex:k] getValue:&nextPoint];
nextPoint.x *= mapScale;
nextPoint.y *= mapScale;
nextPoint.x -= trans.x;
nextPoint.y -= trans.y;
[path addLineToPoint:nextPoint];
}
[path closePath];
// [path stroke];
[path fill];
}
}
This tome is really may be too much information, or it may not be enough. Either way, hopefully by adding code, I've given you some information to go on...
-SOLVED-
And it was so simple. I'm surprised it took me this long to figure it out, as I was right in my initial question - it was simple addition and subtraction:
All translations are now done inside the methods which render the polygons. For each point in the polygon, I needed to add the origin of the state's view, and subtract the origin of the county's bounding box, then subtract 44 from the Y-value (the height of the control bar).
This, I think, is an example of over-thinking a problem, getting frustrated, over-thinking more, only to find out three days later that the answer is staring you in the face, waving a red flag, and shouting, "I'M OVER HERE!!!!"

Scaling UITextView using contentScaleFactor property

I am trying to create a higher resolution image of a UIView, specifically UITextView.
This question and answer is exactly what I am trying to figure out:
Retain the resolution of the label after scaling in iphone
But, when I do the same, my text is still blurry:
self.view.transform = CGAffineTransformMakeScale(2.f, 2.f);
[myText setContentScaleFactor:2.f]; // myText is a subview of self.view object
I have also tried the same in the Apple sample project "UICatalog" to UILabel and it is also blurry.
I can't understand why it would work for Warrior from the other question and not for me. I would have asked there — but I can't seem to leave a comment or a question there.
Setting the contentScaleFactor and contentsScale is in fact the key, as #dbotha pointed out, however you have to walk the view and layer hierarchies separately in order to reach every internal CATiledLayer that actually does the text rendering. Adding the screen scale might also make sense.
So the correct implementation would be something like this:
- (void)updateForZoomScale:(CGFloat)zoomScale {
CGFloat screenAndZoomScale = zoomScale * [UIScreen mainScreen].scale;
// Walk the layer and view hierarchies separately. We need to reach all tiled layers.
[self applyScale:(zoomScale * [UIScreen mainScreen].scale) toView:self.textView];
[self applyScale:(zoomScale * [UIScreen mainScreen].scale) toLayer:self.textView.layer];
}
- (void)applyScale:(CGFloat)scale toView:(UIView *)view {
view.contentScaleFactor = scale;
for (UIView *subview in view.subviews) {
[self applyScale:scale toView:subview];
}
}
- (void)applyScale:(CGFloat)scale toLayer:(CALayer *)layer {
layer.contentsScale = scale;
for (CALayer *sublayer in layer.sublayers) {
[self applyScale:scale toLayer:sublayer];
}
}
UITextView has textInputView property, which "both draws the text and provides a coordinate system" (https://developer.apple.com/reference/uikit/uitextinput/1614564-textinputview)
So i'm using the following code to scale UITextView - without any font changes, without using any "CALayer" property and keeping high quality:
float screenScaleFactor = [[UIScreen mainScreen] scale];
float scale = 5.0;
textView.transform = CGAffineTransformMakeScale(scale, scale);
textView.textInputView.contentScaleFactor = screenScaleFactor * scale;
Comment the last line if you need low quality (but better performance) scaling.
Transform uses view.center as scaling center point, so adding a 'translate transform' is needed to scale around view corner.
Be sure to apply the contentScaleFactor to all subviews of the UITextView. I've just tested the following with a UITextView and found it to work:
- (void)applyScale:(CGFloat)scale toView:(UIView *)view {
view.contentScaleFactor = scale;
view.layer.contentsScale = scale;
for (UIView *subview in view.subviews) {
[self applyScale:scale toView:subview];
}
}

Simple way of using irregular shaped buttons

I've finally got my main app release (Tap Play MMO - check it out ;-) ) and I'm now working on expanding it.
To do this I need to have a circle that has four seperate buttons in it, these buttons will essentially be quarters. I've come to the conclusion that the circlular image will need to be constructed of four images, one for each quarter, but due to the necessity of rectangular image shapes I'm going to end up with some overlap, although the overlap will be transparent.
What's the best way of getting this to work? I need something really simple really, I've looked at this
http://iphonedevelopment.blogspot.com/2010/03/irregularly-shaped-uibuttons.html
Before but not yet succeeded in getting it to work. Anyone able to offer some advice?
In case it makes any difference I'll be deploying to a iOS 3.X framework (will be 4.2 down the line when 4.2 comes out for iPad)
Skip the buttons and simply respond to touches in your view that contains the circle.
Create a CGPath for each area that you want to capture touches, when your UIview receives a touch, check for membership inside the paths.
[Edited answer to show skeleton implementation details -- TomH]
Here's how I would approach the problem: (I haven't tested this code and the syntax may not be quite right, but this is the general idea)
1) Using PS or your favorite image creation application, create one png of the quarter circles. Add it to your XCode project.
2) Add a UIView to the UI. Set the UIView's layer's contents to the png.
self.myView = [[UIView alloc] initWithRect:CGRectMake(10.0, 10.0, 100.0, 100,0)];
[myView.layer setContents:(id)[UIImage loadImageNamed:#"my.png"]];
3) Create CGPaths that describe the region in the UIView that you are interested in.
self.quadrantOnePath = CGPathCreateMutable();
CGPathMoveToPoint(self.quadrantOnePath, NULL, 50.0, 50.0);
CGPathAddLineToPoint(self.quadrantOnePath, NULL, 100.0, 50.0);
CGPathAddArc(self.quadrantOnePath, NULL, 50.0, 50.0, 50.0, 0.0, M_PI2, 1);
CGPathCloseSubpath(self.quadrantOnePath);
// create paths for the other 3 circle quadrants too!
4) Add a UIGestureRecognizer and listen/observe for taps in the view
UITapGestureRecognizer *tapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handleGesture:)];
[tapRecognizer setNumberOfTapsRequired:2]; // default is 1
5) When tapRecognizer invokes its target selector
- (void)handleGesture:(UIGestureRecognizer *) recognizer {
CGPoint touchPoint = [recognizer locationOfTouch:0 inView:self.myView];
bool processTouch = CGPathContainsPoint(self.quadrantOnePath, NULL, touchPoint, true);
if(processTouch) {
// call your method to process the touch
}
}
Don't forget to release everything when appropriate -- use CGPathRelease to release paths.
Another thought: If the graphic that you are using to represent your circle quadrants is simply a filled color (i.e. no fancy graphics, layer effects, etc.), you could also use the paths you created in the UIView's drawRect method to draw the quadrants too. This would address one of the failings of the approach above: there isn't a tight integration between the graphic and the paths used to check for the touches. That is, if you swap out the graphic for something different, change the size of the graphic, etc., your paths used to check for touches will be out of sync. Potentially a high maintenance piece of code.
I can't see, why overlapping is needed.
Just create 4 buttons and give each one a slice of your image.
edit after comment
see this great project. One example is exactly what you want to do.
It works by incorporating the alpha-value of a pixel in the overwritten
pointInside:withEvent: and a category on UIImage, that adds this method
- (UIColor *)colorAtPixel:(CGPoint)point {
// Cancel if point is outside image coordinates
if (!CGRectContainsPoint(CGRectMake(0.0f, 0.0f, self.size.width, self.size.height), point)) {
return nil;
}
// Create a 1x1 pixel byte array and bitmap context to draw the pixel into.
// Reference: http://stackoverflow.com/questions/1042830/retrieving-a-pixel-alpha-value-for-a-uiimage
NSInteger pointX = trunc(point.x);
NSInteger pointY = trunc(point.y);
CGImageRef cgImage = self.CGImage;
NSUInteger width = self.size.width;
NSUInteger height = self.size.height;
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
int bytesPerPixel = 4;
int bytesPerRow = bytesPerPixel * 1;
NSUInteger bitsPerComponent = 8;
unsigned char pixelData[4] = { 0, 0, 0, 0 };
CGContextRef context = CGBitmapContextCreate(pixelData,
1,
1,
bitsPerComponent,
bytesPerRow,
colorSpace,
kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGColorSpaceRelease(colorSpace);
CGContextSetBlendMode(context, kCGBlendModeCopy);
// Draw the pixel we are interested in onto the bitmap context
CGContextTranslateCTM(context, -pointX, pointY-(CGFloat)height);
CGContextDrawImage(context, CGRectMake(0.0f, 0.0f, (CGFloat)width, (CGFloat)height), cgImage);
CGContextRelease(context);
// Convert color values [0..255] to floats [0.0..1.0]
CGFloat red = (CGFloat)pixelData[0] / 255.0f;
CGFloat green = (CGFloat)pixelData[1] / 255.0f;
CGFloat blue = (CGFloat)pixelData[2] / 255.0f;
CGFloat alpha = (CGFloat)pixelData[3] / 255.0f;
return [UIColor colorWithRed:red green:green blue:blue alpha:alpha];
}
Here's an awesome project that solves the problem of irregular shaped buttons so easily:
http://christinemorris.com/2011/06/ios-irregular-shaped-buttons/