I have an application where, in one window, there is an NSImageView. The user should be able to drag and drop ANY FILE/FOLDER (not only images) into the image view, so I subclassed NSImageView class to add support for those types.
The reason why I chose an NSImageView instead of a normal view is because I also wanted to display an animation (say an arrow pointing downwards and going up and down) when the user hovers over with files ready to drop. My question is this: what would be the best way (most efficient, quickest, least CPU usage, etc) to do this?
In fact, I have already done it, but what made me ask this question is the fact that when I set the images to change at a rate below 0.02 sec it starts to lag. Here is how I did it:
In the NSImageView subclass:
have an ivar: NSTimer* animTimer;
override awakeFromNib, calling [super awakeFromNib] and loading the images into an array (about 45 images) using NSImage
whenever user enters with files, start animTimer with frequency = 0.025 (less and it lags), and a selector that sets the next image in the array (called drawNextImage)
whenever the user exits or ends the drag and drop, call [animTimer invalidate] to stop updating images
Here is how I set the image in the subclass:
- (void)drawNextImage
{
currentImageIndex++; // ivar / kNumberDNDImages is a constant defined as 46
if (currentImageIndex >= kNumberDNDImages) { currentImageIndex = 0;}
[super setImage: [imagesArray objectAtIndex: currentImageIndex]]; // imagesArray is ivar
}
So, how would I do this quick enough? I'd like the frequency to be about 0.01 secs, but less than 0.025 lags, so that is what I have set for the moment. Oh, and my images are the correct size (+ or - one pixel or something) and they are in .png (I need the transparency - jpegs, for example, won't do it).
EDIT:
I have tried to follow NSResponder's suggestion, and have updated my method to this:
- (void)drawNextImage
{
currentImageIndex++;
if (currentImageIndex >= kNumberDNDImages) { currentImageIndex = 0;}
NSRect smallImgRect;
smallImgRect.origin = NSMakePoint(kSmallImageWidth * currentImageIndex, [self.bigDNDImage size].height); // Up left corner - ??
smallImgRect.size = NSMakeSize(kSmallImageWidth, [self.bigDNDImage size].height);
// Bottom left corner - ??
NSPoint imgPoint = NSMakePoint(([self bounds].size.width - kSmallImageWidth) / 2, 0);
[bigDNDImage drawAtPoint: imgPoint fromRect: smallImgRect operation: NSCompositeCopy fraction: 1];
}
I have also moved this method and the other drag and drop methods from the NSImageView subclass to an NSView subclass I already had. Everything is exactly the same, except for the superclass and this method. I also modified some constants.
In my early testing of this, I got some error/warning messages that didn't stop execution talking abou NSGraphicsContext or something. These have disappeared now, but just so you know. I have absolutely no idea why they were appearing and what they mean. If they ever appear again I'll worry about them, not now :)
EDIT 2:
This is what I'm doing now:
- (void)drawNextImage
{
currentImageIndex++;
if (currentImageIndex >= kNumberDNDImages) { currentImageIndex = 0;}
[self drawCurrentImage];
}
- (void)drawCurrentImage
{
NSRect smallImgRect;
smallImgRect.origin = NSMakePoint(kSmallImageWidth * currentImageIndex, 0); // Bottom left, for sure
smallImgRect.size = NSMakeSize(kSmallImageWidth, [self.bigDNDImage size].height);
// Bottom left as well
NSPoint imgPoint = NSMakePoint(([self bounds].size.width - kSmallImageWidth) / 2, 0);
[bigDNDImage drawAtPoint: imgPoint fromRect: smallImgRect operation: NSCompositeCopy fraction: 1];
}
And the catch here is to call drawCurrentImage when drawRect is called (see, it actually was easier to solve than I thought).
Now, I must say I haven't tried this with the composite image, because I couldn't find a good and quick way to merge 40+ images the way I wanted (one next to the other). But for the ones ineterested, I modified this to do the same thing as my NSImageView subclass (reading 40+ images from an array and displaying them) and I found no speed bump: NSView is as laggy below 0.025 as NSImageView. Also I found some problems when using core animation (the image is drawn in weird places instead of the place I tell her to) and some warnings talking about NSGraphicsContext, which I don't know how to solve at all (I'm a complete noob when it comes to drawing and such with Objective-C's tools). So for the time being I'm using NSImageView, unless I find a way to merge all those images and try it with NSView.
Core Animation would probably be quickest, since it'll do everything on the GPU. Create a layer for each image, setting each layer's contents to the CGImage you can make from each image, add them all as sublayers of a single top-level layer, host the top-level layer in a plain NSView, and then just toggle each image layer's hidden property in turn.
I'd probably draw all of the component images into one long image, and draw segments into a view using -drawAtPoint:fromRect:operation:fraction:. I'm sure you could make it faster than that by resorting to OpenGL, though.
Related
For fun I have been trying to get a lottery wheel type object set up using Xcode in objective c. So far I have been able to successfully spin the object with random rotations, and stopping at 1 of 8 items on the wheel.
The problem is, I am not sure how to "save" the animation layer that is spun. Each time I spin the wheel, once the animation is completed it resets and shows the image in the original orientation. Below is the code I have setup for spinning the wheel. (NOTE: in this code I merely just have a set rotation. this is the template I am working with to try and retain the image. The other code is in a different project that stores the stopping point and corrects it to the center of on of those objects.)
ViewController.m
#import "ViewController.h"
#interface ViewController ()
#end
#implementation ViewController
#define SPIN_CLOCK_WISE 1
#define SPIN_COUNTERCLOCK_WISE -1
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
}
- (IBAction)spinButton:(id)sender {
[self spinLayer:_spinImage.layer duration:10 direction:SPIN_CLOCK_WISE];
}
- (void)spinLayer:(CALayer *)inLayer duration:(CFTimeInterval)inDuration
direction:(int)direction
{
CABasicAnimation* rotationAnimation;
// Rotate about the z axis
rotationAnimation =
[CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
// Rotate 360 degress, in direction specified
rotationAnimation.toValue = [NSNumber numberWithFloat: M_PI * 22.3 * direction];
// Perform the rotation over this many seconds
rotationAnimation.duration = inDuration;
// Set the pacing of the animation
rotationAnimation.timingFunction =
[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
// Add animation to the layer and make it so
[inLayer addAnimation:rotationAnimation forKey:#"rotationAnimation"];
// Save animation
//%%%%%%%%%% THIS IS WHERE I AM STUCK!! %%%%%%%%%
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
#end
If someone could just help me retain the spun image so that once the spinLayer method completes, the image stays rotated to the new spin orientation, I would greatly appreciate it. Thanks!
The confusing part is that the animation is only changing the layers appearance, not the properties of the layer.
You can think of the animation as overriding the property when it's being rendered.
As you can see, since the model value never changed, when the animation has finished and removes itself, the layer goes back to rendering the actual value of that property.
The wrong way to solve this problem would be to keep the animation around forever. It does produce the correct rendering, but has some unwanted side effects since the model value now "permanently" doesn't match the appearance.
Instead, the better solution is to update the value of the property you are animating as you add the animation to the layer. This might feel like it would break the animation, but if the animation is animating from the old value to the new value, it will "override" whatever the model value is why rendered and when the animation removes the end value will match the model value.
For an more in-depth discussion about where to change the model value when adding the animation and about the way animations are applied, see this question and this blog post of mine.
I'm looking for a solution in order to have a beautiful zoom on a drawing view.
In my app, I have a view with an other UIView (which is used like a drawing view) and when I draw a stroke on it, the stroke is perfect. But when I zoom the view, I have this really ugly effect (a pixelised stroke) :
(source: imagup.com)
url image
Is there a solution in order to have a proper stroke ?
My UIViewController has a hierarchy like that :
UIViewController
ScrollView
View zoomable (defined with the viewForZoomingInScrollView method)
Image view
Drawing view
Thanks a lot !
Regards,
Sébastien ;)
I'm in the process of making a vector drawing application and let me tell you, this is NOT a trivial task to do correctly and requires quite a bit of work.
Some issues to keep in mind:
If you are not using vector graphics (CGPaths, for example, are
vectors) you will NOT be able to remove the pixelation. A UIImage,
for example, only has so much resolution.
In order to get your drawing to not look pixelated, you are going to
have to redraw everything. If you have a lot of drawing, this can be
an expensive task to perform.
Having good resolution WHILE zooming is nearly impossible because it would require an excessively large context and your drawing would likely exceed the capabilities of the device
I use core graphics to do my drawing, so the way I solved this issue was by allocating and managing multiple CGContexts and using them as buffers. I have one context that is ALWAYS kept at my least zoomed level (scale factor of 1). That context is drawn into at all times and makes it so that when unzooming completely, no time is spent redrawing since it is already done. Another context is used soley for drawing when zoomed. When not zoomed, that context is ignored (since it will have to be redrawn based on the new zoom level anyway). A high level algorithm for how I perform my zooming is as follows:
- (IBAction)handlePinchGesture:(UIGestureRecognizer *)sender
{
if(sender.state == UIGestureRecognizerStateBegan)
{
//draw an image from the unzoomedContext into my current view
//set the scale transformation of my current view to be equal to "currentZoom", a property of the view that keeps track of the actual zoom level
}
else if(sender.state == UIGestureRecognizerStateChanged)
{
//determine the new zoom level and transform the current view, keeping track in the currentZoom property
//zooming will be pixelated.
}
else if(sender.state == UIGestureRecognizerStateEnded || sender.state == UIGestureRecognizerStateCancelled)
{
if(currentZoom == 1.0)
{
//you are done because the unzoomedContext image is already drawn into the view!
}
else
{
//you are zoomed in and will have to do special drawing
//perform drawing into your zoomedContext
//scale the zoomedContext
//set the scale of your current view to be equal to 1.0
//draw the zoomedContext into the current view. It will not be pixelated!
//any drawing done while zoomed needs to be "scaled" based on your current zoom and translation amounts and drawn into both contexts
}
}
}
This gets even more complicated for me because I have additional buffers for the buffers because drawing images of my paths is much faster than drawing paths when there is lots of drawing.
Between managing multiple contexts, tweaking your code to draw efficiently into multiple contexts, following proper OOD, scaling new drawing based on your current zoom and translation, etc, this is a mountain of a task. Hopefully this either motivates you and puts you on the right track, or you decide that getting rid of that pixelation isn't worth the effort :)
I had the same problem and found a solution: tell the view to use a CATiledLayer as backing layer, then tell the view how many levels of zoom it supports. This worked for me, my drawing methods get automatically called when the (parent) view is zoomed.
A short explanation of levelsOfDetail and levelsOfDetailBias:
levelsOfDetail determine how many zooming levels there are in total
levelsOfDetailBias determine how many of those are zooming in.
So in my example I have 4 zooming levels, 3 are zoomed in and 1 is the non-zoomed level, meaning my view only redraws when zooming in.
#imprementation MyZoomableView
+ (Class)layerClass
{
return [CATiledLayer class];
}
- (id)initWithFrame:(CGRect)frame
{
if ((self = [super initWithFrame:frame])) {
((CATiledLayer *)self.layer).levelsOfDetail = 4;
((CATiledLayer *)self.layer).levelsOfDetailBias = 3;
}
return self;
}
#end
Use [self setContentScaleFactor:scale]; in your scrollViewDidEndZooming: delegate method.
I'm creating a NSCell subclass that draws some objects directly onto the view (using drawInRect:fromRect:operation:fraction:respectFlipped:hints:) and also draws an NSButton instance simply using NSView's addSubview: selector.
While objects drawn using the first method all draw correclty, I'm having problems with drawing the NSButton correctly. The issue is that my NSButton instances will draw in the right places, but multiple times over.
I've researched this on the internet for a while and some people suggested using a cache, but I'm not sure if this is efficient. (going an array containing buttons using a for loop will definately cause slow scrolling since I display a lot of data...)
How would you do this? Am I barking up the wrong tree?
This is the relevant code:
- (void)drawInteriorWithFrame:(NSRect)cellFrame inView:(NSView *)controlView
{
NSRect _controlRect = cellFrame;
float _Y = cellFrame.origin.y;
NSRect _accessoryRect = NSMakeRect(_controlRect.size.width - 70.0f, _Y + 9.0f, 50.0f, 23.0f);
_switch = [self _choiceSwitch];
[_switch setFrame:_accessoryRect];
[controlView addSubview:_switch];
}
Long story short: Friends don't let friends addSubview, while drawing.
This a fundamental, and not particularly well-explained aspect of managing control interfaces, but is important to come to grips with.
Let your controllers dictate the "order" of subviews, and you can sleep tight knowing that that button shouldn't get overtly mucked about (which is NOT the case if it's getting jostled around inside your custom drawing routines).
It's easy to get trapped in this alley, cause, like, hey, I added an NSImageView in my initWithFrame and everything seems to be okay… But it's just sort of not how you're supposed to do it, I guess… and when you start subclassing NSControl, etc. is when you start to realize why.
Updated: Here's a really good write up on designing custom controls with an equally as great sample project attached - which embodies the kind of code organization that can help avoid this type of issue. For example.. you'll notice in the controller class how he's keeping each button seperate, unique, and independent of other views' business…
for (int butts = 0; butts < 3; butts++) {
NSRect buttFrame = NSMakeRect(0, butts * 10, 69, 10);
ExampleButt *butt = [[ExampleButt alloc]initWithFrame:buttFrame];
[mainView addSubview:butt];
}
“Drawing” NSButton by adding its instance into the view hierarchy each time you draw the cell itself is definitely a bad idea. Instead, create an NSButtonCell and configure it up to your taste. Then, in your -[NSCell drawInteriorWithFrame:inView:] use a cell ivar to draw its appearance.
If you want to have a clickable NSButton instance in each cell of the table view, try to avoid a call to addSubview: when possible. Each time you do this, the control view may invalidate its layout and re-draw everything from scratch making some kind of a recursion in your case.
I have a custom map of a limited area, and have it set up to correctly show the users' location. The map is a 1600px square image within a UIScrollView.
I have a crosshair image to show the current location of the user, which at zoomScale 1.0 is the desired size. When I pinch and zoom the scrollView, the crosshair scales with it. I would like to have the subview remain the same size on screen.
I haven't been able to find any information on this, what would be the best way to go about this?
If there is anything I can provide you with to help the answer, please let me know.
Many thanks!
EDIT -
Having looked in to this further, there is a UIScrollViewDelegate method - (void)scrollViewDidEndZooming:(UIScrollView *)scrollView withView:(UIView *)view atScale:(float)scale which I tried using to take the marker's current center and size, then adjust, but this only scales at the end of the zoom. I would prefer to have the marker remain the same size while the user is zooming.
EDIT 2-
Cake has provided a great answer below, but I haven't been able to implement this in the way I imagined it would be.
I have the UIImageView as a placeholder, with alpha set to 0. This placeholder moves around relative to the map to show the user location. This operates as I expect it to. Unfortunately, this resizes with the map, as it is a subview of the map (so it stays in place).
Taking Cake's below answer, I have created the non-scaling crosshair image, and added it as a sibling subview to the scrollview. The maths, once Cake had pointed them out, were quite simple to get the new frame for the crosshair:
CGPoint ULPC = userLocationPlaceholder.center;
float zs = scrollView.zoomScale;
CGRect newFrame = CGRectMake(((ULPC.x * zs) - scrollView.contentOffset.x) - 20, ((ULPC.y * zs) - scrollView.contentOffset.y) - 20, 40, 40);
Where the image is 40points wide. This matches the centers perfectly.
The problem I now have is that I cannot get the crosshair image to stay locked to the placeholder.
I have tried using a self calling animation as such:
-(void)animeUserLocationAttachment
{
[UIView animateWithDuration:0.05
delay:0
options:(UIViewAnimationOptionAllowUserInteraction | UIViewAnimationOptionCurveLinear )
animations:^{
userLocationDotContainer.frame = newFrame;
} completion:^(BOOL finished){
// Call self
[self animateUserLocationAttachment];
}];
}
As soon as I start scrolling/zooming, this locks the animation so that the crosshair just sits in place until I release the scrolling/zooming, then it correctly updates it's location.
Is there any way I can get around this, or an alternative method I can apply?
Many thanks
EDIT 3 -
I've re-accepted Cake's answer as it covers 90% of the issue. Further to his answer I have implemented the ScrollViewDelegate methods scrollViewWillBeginDragging: andscrollViewWillBeginDecelerating: to scale the placeholder to match the current size of the crosshair relative to the map, show the placeholder (that is a subview of the map image) and hide the crosshair image. The delegate method scrollviewWillBeginZooming:withView: does not show the placeholder because it scales with the map. As Cake recommends, I'll make a new question for this issue.
The counterpart methods (scrollViewDidEndZooming:withView:atScale:, scrollViewDidEndDragging:willDecelerate: and -scrollViewDidEndDecelerating:`) all hide the placeholder, and re-show the crosshair.
The question is old but for the future similar questions I've recently resolved a similar problem applying the hint of Andrew Madsen of another post.
I'had a UIScrollView, with an UIImageView in it. Attached to the UIImageView I had many MKAnnotationView (those are my subviews that I didn't want scaling with the superview).
I did subclass UIImageView and implement setTransform: method like here:
#import "SLImageView.h"
#implementation SLImageView
- (void)setTransform:(CGAffineTransform)transform
{
[super setTransform:transform];
CGAffineTransform invertedTransform = CGAffineTransformInvert(transform);
for (id obj in self.subviews)
{
if ([obj isKindOfClass:[MKAnnotationView class]])
{
[((UIView *)obj) setTransform:invertedTransform];
}
}
}
#end
This works perfectly!
Mick.
Create another crosshair image that's associated with the view or view controller that contains the scrollview. Then have this one always snap to the center of the crosshair image you already have. Then, hide your original crosshair image. Then you can avoid having the scrollview scale the disassociated crosshair, and it should stay the same size.
Relative coordinate systems
Each view in cocoa touch has a frame property that has an origin. In order to position an object owned by one view properly relative to another view, all you have to do is figure out the differences in their origins. If one view is a subview of another, then this isn't too difficult.
Get the origin of the container view
Get the location of the subview inside of the container view
Get the origin of the subview
Calculate the difference in the positions of the origins
Get the location of the object you want to overlap (relative to the subview)
Calculate the location of the object you want to overlap relative to the container view
Move your crosshair to this position
Swift equivalent for Mick's answer:
class MapContainerView:UIView {
#IBOutlet var nonScalingViews: [UIView]!
override var transform: CGAffineTransform {
didSet {
guard let nonScalingViews = nonScalingViews else {
return
}
let invertedTransform = CGAffineTransformInvert(transform)
for view in nonScalingViews {
view.transform = invertedTransform
}
}
}
}
I have a UIScrollView whose content size is 1200x480. I have some image views on it, whose width adds up to 600. When scrolling towards the right, I simply increase the content size and set the offset so as to make everything smooth (I then want to add other images, but that's not important right now). So basically, the images currently in the viewport remain somewhere on the left, eventually to be removed from the superview.
Now, the problem that I have happens when scrolling towards the left. What I do is I move the images to the end of the content size (so add 600 to each image view's origin.x), and then set the content offset accordingly. It works when the finger is on the screen and the user drags (scrollView.isTracking = YES). When the user scrolls towards the left and lets go (scrollView.isTracking = NO), the image views end up moving too fast towards the right and disappear almost instantly. Does anyone know how I could have the images move nicely and not disappear even when the user's not manually dragging the view and has already let go?
Here's my code for dragging horizontally:
-(void) scrollViewDidScroll:(UIScrollView *)scrollView {
CGPoint offset = self.scrollView.contentOffset;
CGSize size = self.scrollView.contentSize;
CGPoint newXY = CGPointMake(size.width-600, size.height-480);
// this bit here allows scrolling towards the right
if (offset.x > size.width - 320) {
[self.scrollView setContentSize:CGSizeMake(size.width+320, size.height)];
[self.scrollView setContentOffset: offset];
}
// and this is where my problem is:
if (offset.x < 0) {
for (UIImageView *imageView in self.scrollView.subviews) {
CGRect frame = imageView.frame;
[imageView setFrame:CGRectMake
(frame.origin.x+newXY.x, frame.origin.y, 200, frame.size.height)];
}
[self.scrollView setContentOffset:CGPointMake(newXY.x+offset.x, offset.y)];
}
}
EDIT: This is now working - I had a look at StreetScroller and it's all good now.
However, I now want to zoom in on the scrollview, but viewForZoomingInScrollView is never called. Is it not possible to zoom in on a scrollview with a large content size?
There are some approaches floating around here. Just use the site search …
If you want an more "official" example created by Apple take a look at the StreetScroller Demo. For some more information about this example take a look at last years WWDC session no. 104 Advanced Scroll View Techniques.
There is also an UIScrollView subclass on Github called BAGPagingScrollView, which is paging & infinite, but it has a few bugs you have to fix on your own, because it's not under active development (especially the goToPage: method leads to problems).