So I'm developing a cross platform React Native app, the app is using allot of images as buttons as per design requirements that need to be given an initial height and width so that their aspect ratios are correct. From there I've built components that use these image buttons and then placed those components on the main screen. I can get things to look perfect on one screen by using tops and lefts/ rights to get the components positioned according to the design requirements that I've been given.
The problem I'm running into is now scaling this main screen for different screen sizes. I'm basically scaling the x and y via the transform property on the parent most view as such. transform: [{ scaleX: .8 }, { scaleY: .8 }] After writing a scaling function that accounts for a base height and current height this approach works for the actual size of things but my positioning is all screwy.
I know I'm going about this wrong and am starting to think that i need to rethink my approach but am stumped on how to get these components positioned correctly on each screen without having to hard code it.
Is there any way to position a view using tops and lefts/rights, lock that in place, then scale it more like an image?
First of all, try using flex as far as you can. Then when you need extra scaling for inner parts for example, you can use scale functions. I have been using a scale function based on the screen size and the pixel density, and works almost flawless so far.
import { Dimensions } from "react-native";
const { width, height } = Dimensions.get("window");
//Guideline sizes are based on standard ~5" screen mobile device
const guidelineBaseWidth = 350;
const guidelineBaseHeight = 680;
const screenSize = Math.sqrt(width * height) / 100;
const scale = size => (width / guidelineBaseWidth) * size;
const verticalScale = size => (height / guidelineBaseHeight) * size;
const moderateScale = (size, factor = 0.5) =>
size + (scale(size) - size) * factor;
export { scale, verticalScale, moderateScale, screenSize };
Then you can import these and use in your components. There are different types of scales, you can try and see the best one for your components.Hope that helps.
I ended up going through each view and converting everything that was using a hard coded height and width pixel to setting the width and then using the property aspectRatio and giving that the hard coded height and widths. That along with implementing a scaling function that gave me a fraction of the largest view, so say .9, and then scaling the main view using transform. People arent kidding when they say this responsive ui stuff is tough.
2022 update -
I resolved this problem on my next app by using flex everywhere & a function called rem that I use everywhere that needs a fixed pixel count. With this I can set the width on an image and define an aspect ratio based on the images original dimensions and get an image that scales to the screen size, it's been super reliable.
static width = Dimensions.get("window").width;
static height = Dimensions.get("window").height;
static orientation = 'PORTRAIT';
static maxWidth = 428;
static rem = size => {
let divisor = window.lockedToPortrait || Styles.orientation === 'PORTRAIT' ? Styles.width : Styles.height;
return Math.floor(size * (divisor / Styles.maxWidth))
};
The maxWidth is a predefined value from the largest device I could find to simulate which was probably an iPhone max.
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How I can Crop / Clip images in WinRT. I have an image filled completely in a windows 8 window. I need to clip / crop the image from center and i need to display the two image section into two separate grids. How I can do the same through windows 8. Is it possible to implement this without using WritableBitmapEx. If no, how to do the same through WritableBitmapEx.
There are many ways to do it actually, each with some pros and cons.
WriteableBitmapEx seems like a popular solution. I have a similar implementation in WinRT XAML Toolkit. Both are essentially copying blocks of pixels from a full image bitmap. It might not be the fastest way, but if you'd want to get an out of the box solution - it is one that is easy to use. You need to copy the pixels, so you are not optimizing for memory use at the time of the operation and so might run out of memory on very large images quicker. You can recrop easily though end save the results to an image file if you want.
The BitmapDecoder solution Jan recommended is one I often use as it is part of the platform, written in native code and possibly highly optimized and you don't copy the pixels, but if you want to recrop - you'll need to decode the image again.
Xyroid's suggestion with Clip geometry is a quick display-only solution. You don't actually modify the bitmap in memory - you simply display a region of it on the screen. You need then to keep the entire image in memory and if you want to save it - you still need to update the bitmap to save it - by using either one of the first two solutions or maybe use RenderTargetBitmap.Render() if screen resolution is enough for you. It should be very quick though to update the crop region displayed on the screen for quick preview.
Another one is with a Rectangle filled with an ImageBrush where you can apply a Transform and specify the Rectangle size to control cropping. It is fairly similar to the Clip solution only instead of clipping an image and in this case you actually have to use the Tramsform (which you can also do on a Clip - RectangleGeometry). For quick updates - using a Transform might actually be a bit faster than updating the geometry and also supports scaling and rotations.
You can use the Bitmapdecoder and the BitmapTransform classes. This example is very good for cropping. You should also read this tutorial for clipping. Basically you implement a function like this (taken from the example):
async public static Task<ImageSource> GetCroppedBitmapAsync(StorageFile originalImgFile, Point startPoint, Size corpSize, double scale)
{
if (double.IsNaN(scale) || double.IsInfinity(scale))
{
scale = 1;
}
// Convert start point and size to integer.
uint startPointX = (uint)Math.Floor(startPoint.X * scale);
uint startPointY = (uint)Math.Floor(startPoint.Y * scale);
uint height = (uint)Math.Floor(corpSize.Height * scale);
uint width = (uint)Math.Floor(corpSize.Width * scale);
using (IRandomAccessStream stream = await originalImgFile.OpenReadAsync())
{
// Create a decoder from the stream. With the decoder, we can get
// the properties of the image.
BitmapDecoder decoder = await BitmapDecoder.CreateAsync(stream);
// The scaledSize of original image.
uint scaledWidth = (uint)Math.Floor(decoder.PixelWidth * scale);
uint scaledHeight = (uint)Math.Floor(decoder.PixelHeight * scale);
// Refine the start point and the size.
if (startPointX + width > scaledWidth)
{
startPointX = scaledWidth - width;
}
if (startPointY + height > scaledHeight)
{
startPointY = scaledHeight - height;
}
// Create cropping BitmapTransform and define the bounds.
BitmapTransform transform = new BitmapTransform();
BitmapBounds bounds = new BitmapBounds();
bounds.X = startPointX;
bounds.Y = startPointY;
bounds.Height = height;
bounds.Width = width;
transform.Bounds = bounds;
transform.ScaledWidth = scaledWidth;
transform.ScaledHeight = scaledHeight;
// Get the cropped pixels within the bounds of transform.
PixelDataProvider pix = await decoder.GetPixelDataAsync(
BitmapPixelFormat.Bgra8,
BitmapAlphaMode.Straight,
transform,
ExifOrientationMode.IgnoreExifOrientation,
ColorManagementMode.ColorManageToSRgb);
byte[] pixels = pix.DetachPixelData();
// Stream the bytes into a WriteableBitmap
WriteableBitmap cropBmp = new WriteableBitmap((int)width, (int)height);
Stream pixStream = cropBmp.PixelBuffer.AsStream();
pixStream.Write(pixels, 0, (int)(width * height * 4));
return cropBmp;
}
}
XAML static way, if my screen size is 1366x768 & I want to clip center 400x300 image then I would do this.
<Image Source="Assets/img100.png" Stretch="Fill">
<Image.Clip>
<RectangleGeometry Rect="483,234,400,300" />
</Image.Clip>
</Image>
Dynamic way. It will make center clipping for all resolution, though height & width is fixed.
double _Height = 300, _Width = 400;
img.Clip = new RectangleGeometry
{
Rect = new Rect((Window.Current.Bounds.Width - _Width) / 2, (Window.Current.Bounds.Height - _Height) / 2, _Width, _Height)
};
Don't forget to checkout...
How to resize Image in C# WinRT/winmd?
Crop image with rectangle
Crop image with dynamic rectangle coordinate
Cropping tool after file picker (like the one after you take a picture)
I am developing a game using iOS SpriteKit. I am trying to make an object in this game that will pull things towards it and the force will get greater as objects come closer to it, think of a magnet or a black hole. I've been having a difficult time figuring out what properties to change to get this nodes physicsBody to attract other nodes as they pass by.
In iOS 8 and OS X 10.10, SpriteKit has SKFieldNode for creating forces that apply to bodies in an area. This is great for things like buoyancy, area-specific gravity, and "magnets".
Watch out, though — the magneticField you get from that class is probably not what you want for the kind of "magnets" gameplay you might be looking for. A magnetic field behaves as per real-world physics at the micro level... that is, it deflects moving, charged bodies. What we usually think of as magnets — the kind that stick to your fridge, pick up junked cars, or make a hoverboard fly — is a higher-level effect of that force.
If you want a field that just attracts anything (or some specific things) nearby, a radialGravityField is what you're really after. (To attract only specific things, use the categoryBitMask on the field and the fieldBitMask on the bodies it should/shouldn't interact with.)
If you want a field that attracts different things more or less strongly, or attracts some things and repels others, the electricField is a good choice. You can use the charge property of physics bodies to make them attracted or repelled (negative or positive values) or more or less strongly affected (greater or less absolute value) by the field.
Prior to iOS 8 & OS X 10.10, SpriteKit's physics simulation doesn't include such kinds of force.
That doesn't keep you from simulating it yourself, though. In your scene's update: method you can find the distances between bodies, calculate a force on each proportional to that distance (and to whatever strength of magnetic field you're simulating), and apply forces to each body.
yes you can create magnetic force in sprite kit
-(void)didSimulatePhysics
{
[self updateCoin];
}
-(void) updateCoin
{
[self enumerateChildNodesWithName:#"coin" usingBlock:^(SKNode *node, BOOL *stop) {
CGPoint position;
position=node.position;
//move coin right to left
position.x -= 10;
node.position = position;
//apply the magnetic force between hero and coin
[self applyMagnetForce:coin];
if (node.position.x <- 100)
[node removeFromParent];
}];
}
-(void)applyMagnetForce:(sprite*)node
{
if( gameViewController.globalStoreClass.magnetStatus)
{
//if hero under area of magnetic force
if(node.position.x<400)
{
node.physicsBody.allowsRotation=FALSE;
///just for fun
node.physicsBody.linearDamping=10;
node.physicsBody.angularVelocity=10*10;
//where _gameHero is magnet fulling object
[node.physicsBody applyForce:CGVectorMake((10*10)*(_gameHero.position.x- node.position.x),(10*10)*(_gameHero.position.y-node.position.y)) atPoint:CGPointMake(_gameHero.position.x,_gameHero.position.y)];
}
}
}
remember both hero and coin body need be dynamic
Well seems like now you can since Apple introduced SKFieldNode in iOS 8.
Well you use the following code snippets to do what you're looking for, but it doesn't have attraction and repulsion properties
Body code:
let node = SKSpriteNode(imageNamed: "vortex")
node.name = "vortex"
node.position = position
node.run(SKAction.repeatForever(SKAction.rotate(byAngle: CGFloat.pi, duration: 1)))
node.physicsBody = SKPhysicsBody(circleOfRadius: node.size.width / 2)
node.physicsBody?.isDynamic = false
node.physicsBody?.categoryBitMask = CollisionTypes.vortex.rawValue
node.physicsBody?.contactTestBitMask = CollisionTypes.player.rawValue
node.physicsBody?.collisionBitMask = 0
addChild(node)
Upon contact with the that blackhole body:
func playerCollided(with node: SKNode) {
if node.name == "vortex" {
player.physicsBody?.isDynamic = false
isGameOver = true
score -= 1
let move = SKAction.move(to: node.position, duration: 0.25)
let scale = SKAction.scale(to: 0.0001, duration: 0.25)
let remove = SKAction.removeFromParent()
let sequence = SKAction.sequence([move, scale, remove])
player.run(sequence) { [unowned self] in
self.createPlayer()
self.isGameOver = false
}
}
Like the title says i'd like to read an existing pdf page size with VB.Net. I've been working with Itext.Sharp, and the Acrobat.dll. Is this possible??
There are a number of different "Boxes" a given page can have:
Media Box (required): The initial page size when printing viewing.
Crop Box (optional): Supersedes the media box. Defaults to match the media box. Must be a subset or match the media box.
There's also art/trim/bleed boxes, but they don't matter as much and are much less common.
So, the page size:
PdfReader reader = new PdfReader(myPath);
// gets the MEDIA BOX
Rectangle pageRect = reader.getPageSize(1); // 1 -> first page
// gets the crop box if present, or the media box if not.
Rectangle cropRect = reader.getCropBox(1);
// and finally
Rectangle artBox = reader.getBoxSize( 1, "art");
// could be "art", "bleed", "crop", "media", or "trim"
I'd go with getCropBox().
I also recommend checking out the JavaDoc for things like this. At the very least you would have come up with getPageSize() on your own. No, it's not C#. Yes, it's very useful.
http://api.itextpdf.com/
Also note that these Rectangles need not be based on 0,0 (which would be the lower left corner on an unrotated page).
Further, you should check the page's rotation, getPageRotation(int), and swap height and width if the rotation is 90 or 270. There is getPageSizeWithRotation(int), but it only works with the media box, so I'd do it yourself if I were you. It's only a few extra lines of code:
// rotation has to be 0, 90, 180, or 270. "360" isn't kosher IIRC.
if (reader.getPageRotation(pageNum) % 180 != 0) {
float tmp = width;
width = height;
height = tmp;
}
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).