Why I cannot set a zoomScale lower than 1? - objective-c

I'm using some code extracted from PhotoScroller example (WWDC10). But I'm using an UIView instead of UIImageView. This is the only change I made (on the UIScrollView subclass).
My problem is when I call 'configureForViewSize'. It tries to apply a zoomScale of 0.66 (to show the full view), but it doesn't work.
After setting self.minimumZoomScale = minScale, then I look at the value of self.zoomScale and it's always equals to 1
- (void)displayView:(UIView *)mView
{
// clear the previous view
[view removeFromSuperview];
[view release];
view = nil;
// reset our zoomScale to 1.0 before doing any further calculations
self.zoomScale = 1.0;
[self addSubview:mView];
[self configureForViewSize:mView.frame.size];
}
- (void)configureForViewSize:(CGSize)viewSize
{
CGSize boundsSize = [self bounds].size;
// set up our content size and min/max zoomscale
CGFloat xScale = boundsSize.width / viewSize.width; // the scale needed to perfectly fit the image width-wise
CGFloat yScale = boundsSize.height / viewSize.height; // the scale needed to perfectly fit the image height-wise
CGFloat minScale = MIN(xScale, yScale); // use minimum of these to allow the image to become fully visible
// on high resolution screens we have double the pixel density, so we will be seeing every pixel if we limit the
// maximum zoom scale to 0.5.
CGFloat maxScale = 1.0 / [[UIScreen mainScreen] scale];
// don't let minScale exceed maxScale. (If the view is smaller than the screen, we don't want to force it to be zoomed.)
if (minScale > maxScale) {
minScale = maxScale;
}
NSLog(#"contentSize %f %f", viewSize.width, viewSize.height);
NSLog(#"minScale %f", minScale);
NSLog(#"maxScale %f", maxScale);
self.contentSize = viewSize;
self.maximumZoomScale = maxScale;
self.minimumZoomScale = minScale;
//--> THIS IS NOT WORKING! =(
self.zoomScale = minScale; // start out with the content fully visible
NSLog(#"self.zoomScale %f", self.zoomScale);
}
The console msgs are:
2011-03-29 10:18:39.950 MyProj[6259:207] contentSize 1536.000000 893.000000
2011-03-29 10:18:39.953 MyProj[6259:207] minScale 0.666293
2011-03-29 10:18:39.954 MyProj[6259:207] maxScale 1.000000
2011-03-29 10:18:39.955 MyProj[6259:207] self.zoomScale 1.000000
EDIT:
I figured it out by myself. I forgot to assign view = mView in "displayView" method =(

Related

CATiledLayers on OS X

This has been driving me crazy.. I have a large image, and need to have a view that is both zoomable, and scrollable (ideally it should also be able to rotate, but I've given up on that part). Since the image is very large, I plan on using CATiledLayer, but I simply can't get it to work.
My requirements are:
I need to be able to zoom (on mouse center) and pan
The image should not change its width:height ratio (shouldn't resize, only zoom).
This should run on Mac OS 10.9 (NOT iOS!)
Memory use shouldn't be huge (although up to like 100 MB should be ok).
I have the necessary image both complete in one file, and also tiled into many (even have it for different zoom levels). I prefer using the tiles, as that should be easier on memory, but both options are available.
Most of the examples online refer to iOS, and thus use UIScrollView for the zoom/pan, but I can't get to copy that behaviour for NSScrollView. The only example for Mac OS X I found is this, but his zoom always goes to the lower left corner, not the middle, and when I adapt the code to use png files instead of pdf, the memory use gets around 400 MB...
This is my best try so far:
#implementation MyView{
CATiledLayer *tiledLayer;
}
-(void)awakeFromNib{
NSLog(#"Es geht los");
tiledLayer = [CATiledLayer layer];
// set up this view & its layer
self.wantsLayer = YES;
self.layer = [CALayer layer];
self.layer.masksToBounds = YES;
self.layer.backgroundColor = CGColorGetConstantColor(kCGColorWhite);
// set up the tiled layer
tiledLayer.delegate = self;
tiledLayer.levelsOfDetail = 4;
tiledLayer.levelsOfDetailBias = 5;
tiledLayer.anchorPoint = CGPointZero;
tiledLayer.bounds = CGRectMake(0.0f, 0.0f, 41*256, 22*256);
tiledLayer.autoresizingMask = kCALayerNotSizable;
tiledLayer.tileSize = CGSizeMake(256, 256);
self.frame = CGRectMake(0.0f, 0.0f, 41*256, 22*256);
self.layer = tiledLayer;
//[self.layer addSublayer:tiledLayer];
[tiledLayer setNeedsDisplay];
}
-(void)drawRect:(NSRect)dirtyRect{
CGContextRef context = [[NSGraphicsContext currentContext] graphicsPort];
CGFloat scale = CGContextGetCTM(context).a;
CGSize tileSize = tiledLayer.tileSize;
tileSize.width /= scale;
tileSize.height /= scale;
// calculate the rows and columns of tiles that intersect the rect we have been asked to draw
int firstCol = floorf(CGRectGetMinX(dirtyRect) / tileSize.width);
int lastCol = floorf((CGRectGetMaxX(dirtyRect)-1) / tileSize.width);
int firstRow = floorf(CGRectGetMinY(dirtyRect) / tileSize.height);
int lastRow = floorf((CGRectGetMaxY(dirtyRect)-1) / tileSize.height);
for (int row = firstRow; row <= lastRow; row++) {
for (int col = firstCol; col <= lastCol; col++) {
NSImage *tile = [self tileForScale:scale row:row col:col];
CGRect tileRect = CGRectMake(tileSize.width * col, tileSize.height * row,
tileSize.width, tileSize.height);
// if the tile would stick outside of our bounds, we need to truncate it so as
// to avoid stretching out the partial tiles at the right and bottom edges
tileRect = CGRectIntersection(self.bounds, tileRect);
[tile drawInRect:tileRect];
}
}
}
-(BOOL)isFlipped{
return YES;
}
But this deforms the image, and doesn't zoom or pan correctly (but at least the tile selection works)...
I can't believe this is so hard, any help would be greatly appreciated. Thanks :)
After a lot of research and tries, I finally managed to get this to work using this example. Decided to post it for future reference. Open the ZIP > CoreAnimationLayers> TiledLayers, there's a good example there. That's how CATiledLayer works with OS X, and since the example there doesn't handle zoom very well, I leave here my zoom code
-(void)magnifyWithEvent:(NSEvent *)event{
[super magnifyWithEvent:event];
if (!isZooming) {
isZooming = YES;
BOOL zoomOut = (event.magnification > 0) ? NO : YES;
if (zoomOut) {
[self zoomOutFromPoint:event.locationInWindow];
} else {
[self zoomInFromPoint:event.locationInWindow];;
}
}
}
-(void)zoomInFromPoint:(CGPoint)mouseLocationInWindow{
if(zoomLevel < pow(2, tiledLayer.levelsOfDetailBias)) {
zoomLevel *= 2.0f;
tiledLayer.transform = CATransform3DMakeScale(zoomLevel, zoomLevel, 1.0f);
tiledLayer.position = CGPointMake((tiledLayer.position.x*2) - mouseLocationInWindow.x, (tiledLayer.position.y*2) - mouseLocationInWindow.y);
}
}
-(void)zoomOutFromPoint:(CGPoint)mouseLocationInWindow{
NSInteger power = tiledLayer.levelsOfDetail - tiledLayer.levelsOfDetailBias;
if(zoomLevel > pow(2, -power)) {
zoomLevel *= 0.5f;
tiledLayer.transform = CATransform3DMakeScale(zoomLevel, zoomLevel, 1.0f);
tiledLayer.position = CGPointMake((tiledLayer.position.x + mouseLocationInWindow.x)/2, (tiledLayer.position.y + mouseLocationInWindow.y)/2);
}
}

Changing a circle's size with UIPinchGestureRecognizer

I'm drawing a simple circle in the center of the screen:
int radius = 100;
- (void)addCircle {
self.circle = [CAShapeLayer layer];
self.circle.path = [UIBezierPath bezierPathWithRoundedRect:CGRectMake(0, 0, 2.0*radius, 2.0*radius)
cornerRadius:radius].CGPath;
self.circle.position = CGPointMake(CGRectGetMidX(self.view.frame)-radius,
CGRectGetMidY(self.view.frame)-radius);
self.circle.fillColor = [UIColor clearColor].CGColor;
self.circle.strokeColor = [UIColor blackColor].CGColor;
self.circle.lineWidth = 5;
[self.view.layer addSublayer:self.circle];
}
Using the pinch gesture, I allow the user to increase/decrease the radius of the shape:
- (void)scale:(UIPinchGestureRecognizer *)gestureRecognizer {
if (gestureRecognizer.state != UIGestureRecognizerStateBegan) {
if (gestureRecognizer.scale < lastScale) {
--radius;
}
else if (gestureRecognizer.scale > lastScale) {
++radius;
}
// Center the shape in self.view
self.circle.position = CGPointMake(CGRectGetMidX(self.view.frame)-radius, CGRectGetMidY(self.view.frame)-radius);
self.circle.path = [UIBezierPath bezierPathWithRoundedRect:CGRectMake(0, 0, 2.0*radius, 2.0*radius) cornerRadius:radius].CGPath;
}
lastScale = gestureRecognizer.scale;
}
However, the circle doesn't stay dead center. Instead, it bounces around the middle and doesn't settle until the gesture finishes.
Does anyone know why this is happening and if so, how I can prevent it?
There are a few problems in your code. As #tc. said, you're not setting the shape layer's frame (or bounds). The default layer size is CGSizeZero, which is why you're having to offset the layer's position by the radius every time you change the radius.
Also, the position and path properties of a shape layer are animatable. So by default, when you change them, Core Animation will animate them to their new values. The path animation is contributing to your unwanted behavior.
Also, you should set the layer's position or frame based on self.view.bounds, not self.view.frame, because the layer's position/frame is the coordinate system of self.view, not the coordinate system of self.view.superview. This will matter if self.view is the top-level view and you support interface autorotation.
I would suggest revising how you're implementing this. Make radius a CGFloat property, and make setting the property update the layer's bounds and path:
#interface ViewController ()
#property (nonatomic, strong) CAShapeLayer *circle;
#property (nonatomic) CGFloat radius;
#end
#implementation ViewController
- (void)setRadius:(CGFloat)radius {
_radius = radius;
self.circle.bounds = CGRectMake(0, 0, 2 * radius, 2 * radius);
self.circle.path = [UIBezierPath bezierPathWithOvalInRect:self.circle.bounds].CGPath;
}
If you really want to force the radius to be an integer, I suggest internally tracking it as a float anyway, because the user interaction is smoother if it's a float. Just round it in a temporary variable before creating the CGRect for the bounds and path:
CGFloat intRadius = roundf(radius);
self.circle.bounds = CGRectMake(0, 0, 2 * intRadius, 2 * intRadius);
self.circle.path = [UIBezierPath bezierPathWithOvalInRect:self.circle.bounds].CGPath;
In addCircle, just set the radius property and let that setter take care of setting the layer's bounds and path. Also defer setting the layer's position until the system's layout phase. That way, you'll reposition the circle in the center again after an interface rotation.
- (void)viewDidLoad {
[super viewDidLoad];
[self addCircle];
}
- (void)addCircle {
self.circle = [CAShapeLayer layer];
self.circle.fillColor = nil;
self.circle.strokeColor = [UIColor blackColor].CGColor;
self.circle.lineWidth = 5;
self.radius = 100;
[self.view.layer addSublayer:self.circle];
[self.view setNeedsLayout];
}
- (void)viewDidLayoutSubviews {
[super viewDidLayoutSubviews];
self.circle.position = CGPointMake(CGRectGetMidX(self.view.bounds), CGRectGetMidY(self.view.bounds));
}
Finally, to handle a pinch gesture, just set the new radius to the old radius times the gesture's scale. The radius setter will take care of updating the layer's path and bounds. Then reset the gesture's scale to 1. This is simpler than tracking the gesture's prior scale. Also, use CATransaction to disable animation of the path property.
- (IBAction)pinchGestureWasRecognized:(UIPinchGestureRecognizer *)recognizer {
[CATransaction begin]; {
[CATransaction setDisableActions:YES];
self.radius *= recognizer.scale;
recognizer.scale = 1;
} [CATransaction commit];
}

UIView hitTest:withEvent: and pointInside:withEvent

I'm working with Mixare AR SDK for iOS and I need to solve some bugs that happends, one of them is show the information of a POI when the POI's view is tapped.
Prelude:
Mixare has an overlay UIView within MarkerView views are placed, MarkerView views are moving around the screen to geolocate the POIs and each one has two subviews, an UIImageView and an UILabel.
Issue:
Now, for example, there are 3 visible POIs in the screen, so there are 3 MarkerView as overlay subviews. If you touch anywhere in the overlay, a info view associated to a random POI of which are visible is showed.
Desired:
I want that the associated POI's info is shown only when the user tapped a MarkerView
Let's work. I've see that MarkerView inherits from UIView and implements hitTest:withEvent
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event {
viewTouched = (MarkerView*)[super hitTest:point withEvent:event];
return self;
}
I've put a breakpoint and hitTest is called once for each visible MarkerView but loadedView always is null so I can't work with it, so I've tried to check if the hit point is inside the MarkerView frame implementing pointInside:withEvent: by this way
- (BOOL)pointInside:(CGPoint)point withEvent:(UIEvent *)event
{
NSLog(#"ClassName: %#", [[self class] description]);
NSLog(#"Point Inside: %f, %f", point.x, point.y);
NSLog(#"Frame x: %f y: %f widht:%f height:%f", self.frame.origin.x, self.frame.origin.y, self.frame.size.width, self.frame.size.height);
if (CGRectContainsPoint(self.frame, point))
return YES;
else
return NO;
return YES;
}
But this function always returns NO, even when I touch the MarkerView. When I check the log I saw that X and Y point values has negative values sometimes and width and height of the view are very small, 0.00022 or similar instead of 100 x 150 that I set the MarkerView frame on its initialization.
Here you are a extract of my log in which you can see the class name, the point and the MarkerView frame values.
ClassName: MarkerView
2011-12-29 13:20:32.679 paisromanico[2996:707] Point Inside: 105.224899, 49.049023
2011-12-29 13:20:32.683 paisromanico[2996:707] Frame x: 187.568573 y: 245.735138 widht:0.021862 height:0.016427
I'm very lost with this issue so any help will be welcome. Thanks in advance for any help provided and I'm sorry about this brick :(
Edit:
At last I've found that the problem is not in hitTest:withEvent: or pointInside:withEvent, problem is with CGTransform that applies to the MarkerView for scaling based on distande and rotating the view, if I comment any code related to this, the Mixare AR SDK works fine, I mean, info view is shown correctly if you touch a marker and doesn't do anything if any other place in the screen is touched.
So, by the moment, I've not solved the problem but I applied a patch removing the CGTransform related code in AugmentedViewController.m class - (void)updateLocations:(NSTimer *)timer function
- (void)updateLocations:(NSTimer *)timer {
//update locations!
if (!ar_coordinateViews || ar_coordinateViews.count == 0) {
return;
}
int index = 0;
NSMutableArray * radarPointValues= [[NSMutableArray alloc]initWithCapacity:[ar_coordinates count]];
for (PoiItem *item in ar_coordinates) {
MarkerView *viewToDraw = [ar_coordinateViews objectAtIndex:index];
viewToDraw.tag = index;
if ([self viewportContainsCoordinate:item]) {
CGPoint loc = [self pointInView:ar_overlayView forCoordinate:item];
CGFloat scaleFactor = 1.5;
if (self.scaleViewsBasedOnDistance) {
scaleFactor = 1.0 - self.minimumScaleFactor * (item.radialDistance / self.maximumScaleDistance);
}
float width = viewToDraw.bounds.size.width ;//* scaleFactor;
float height = viewToDraw.bounds.size.height; // * scaleFactor;
viewToDraw.frame = CGRectMake(loc.x - width / 2.0, loc.y-height / 2.0, width, height);
/*
CATransform3D transform = CATransform3DIdentity;
//set the scale if it needs it.
if (self.scaleViewsBasedOnDistance) {
//scale the perspective transform if we have one.
transform = CATransform3DScale(transform, scaleFactor, scaleFactor, scaleFactor);
}
if (self.rotateViewsBasedOnPerspective) {
transform.m34 = 1.0 / 300.0;
double itemAzimuth = item.azimuth;
double centerAzimuth = self.centerCoordinate.azimuth;
if (itemAzimuth - centerAzimuth > M_PI) centerAzimuth += 2*M_PI;
if (itemAzimuth - centerAzimuth < -M_PI) itemAzimuth += 2*M_PI;
double angleDifference = itemAzimuth - centerAzimuth;
transform = CATransform3DRotate(transform, self.maximumRotationAngle * angleDifference / (VIEWPORT_HEIGHT_RADIANS / 2.0) , 0, 1, 0);
}
viewToDraw.layer.transform = transform;
*/
//if we don't have a superview, set it up.
if (!(viewToDraw.superview)) {
[ar_overlayView addSubview:viewToDraw];
[ar_overlayView sendSubviewToBack:viewToDraw];
}
} else {
[viewToDraw removeFromSuperview];
viewToDraw.transform = CGAffineTransformIdentity;
}
[radarPointValues addObject:item];
index++;
}
float radius = [[[NSUserDefaults standardUserDefaults] objectForKey:#"radius"] floatValue];
if(radius <= 0 || radius > 100){
radius = 5.0;
}
radarView.pois = radarPointValues;
radarView.radius = radius;
[radarView setNeedsDisplay];
[radarPointValues release];
}
Any CoreGrapics or UI expert could give us his point of view about this issue??
You should either try to hittest as attached:
if ([self pointInside:point withEvent:event]) {
// do something
}
I would suggest you add the hit test on the superview, and do the following in the hit test of the parent of the markerViews
if ([markerView pointInside:point withEvent:event]) {
// extract the tag and show the relevant info
}
Hope this helps

Core Animation and Transformation like zoomRectToVisible

I'm trying to get an effect like the zoomRectToVisible-method of UIScrollview.
But my method should be able to center the particular rect in the layer while zooming and it should be able to re-adjust after the device orientation changed.
I'm trying to write a software like the marvel-comic app and need a view that presents each panel in a page.
For my implementation I'm using CALayer and Core Animation to get the desired effect with CATransform3D-transformations. My problem is, I'm not able to get the zoomed rect/panel centered.
the structure of my implementation looks like this: I have a subclass of UIScrollview with a UIView added as subview. The UIView contains the image/page in it's CALayer.contents and I use core animations to get the zooming and centering effect. The zoom effect on each panel works correcty but the centering is off. I'm not able to compute the correct translate-transformation for centering.
My code for the implementation of the effect is like this:
- (void) zoomToRect:(CGRect)rect animated:(BOOL)animated {
CGSize scrollViewSize = self.bounds.size;
// get the current panel boundingbox
CGRect panelboundingBox = CGPathGetBoundingBox([comicPage panelAtIndex:currentPanel]);
// compute zoomfactor depending on the longer dimension of the panelboundingBox size
CGFloat zoomFactor = (panelboundingBox.size.height > panelboundingBox.size.width) ? scrollViewSize.height/panelboundingBox.size.height : scrollViewSize.width/panelboundingBox.size.width;
CGFloat translateX = scrollViewSize.width/2 - (panelboundingBox.origin.x/2 + panelboundingBox.size.width/2);
CGFloat translateY = scrollViewSize.height/2 - (panelboundingBox.size.height/2 - panelboundingBox.origin.y);
// move anchorPoint to panelboundingBox center
CGPoint anchor = CGPointMake(1/contentViewLayer.bounds.size.width * (panelboundingBox.origin.x + panelboundingBox.size.width/2), 1/contentViewLayer.bounds.size.height * (contentViewLayer.bounds.size.height - (panelboundingBox.origin.y + panelboundingBox.size.height/2)));
// create the nessesary transformations
CATransform3D translateMatrix = CATransform3DMakeTranslation(translateX, -translateY, 1);
CATransform3D scaleMatrix = CATransform3DMakeScale(zoomFactor, zoomFactor, 1);
// create respective core animation for transformation
CABasicAnimation *zoomAnimation = [CABasicAnimation animationWithKeyPath:#"transform"];
zoomAnimation.fromValue = (id) [NSValue valueWithCATransform3D:contentViewLayer.transform];
zoomAnimation.toValue = (id) [NSValue valueWithCATransform3D:CATransform3DConcat(scaleMatrix, translateMatrix)];
zoomAnimation.removedOnCompletion = YES;
zoomAnimation.duration = duration;
// create respective core animation for anchorpoint movement
CABasicAnimation *anchorAnimatione = [CABasicAnimation animationWithKeyPath:#"anchorPoint"];
anchorAnimatione.fromValue = (id)[NSValue valueWithCGPoint:contentViewLayer.anchorPoint];
anchorAnimatione.toValue = (id) [NSValue valueWithCGPoint:anchor];
anchorAnimatione.removedOnCompletion = YES;
anchorAnimatione.duration = duration;
// put them into an animation group
CAAnimationGroup *group = [CAAnimationGroup animation];
group.animations = [NSArray arrayWithObjects:zoomAnimation, anchorAnimatione, nil] ;
/////////////
NSLog(#"scrollViewBounds (w = %f, h = %f)", self.frame.size.width, self.frame.size.height);
NSLog(#"panelBounds (x = %f, y = %f, w = %f, h = %f)", panelboundingBox.origin.x, panelboundingBox.origin.y, panelboundingBox.size.width, panelboundingBox.size.height);
NSLog(#"zoomfactor: %f", zoomFactor);
NSLog(#"translateX: %f, translateY: %f", translateX, translateY);
NSLog(#"anchorPoint (x = %f, y = %f)", anchor.x, anchor.y);
/////////////
// add animation group to layer
[contentViewLayer addAnimation:group forKey:#"zoomAnimation"];
// trigger respective animations
contentViewLayer.anchorPoint = anchor;
contentViewLayer.transform = CATransform3DConcat(scaleMatrix, translateMatrix);
}
So the view requires the following points:
it should be able to zoom and center a rect/panel of the layer/view depending on the current device orientation. (zoomRectToVisible of UIScrollview does not center the rect)
if nessesary (either device orientation changed or panel requires rotation) the zoomed panel/rect should be able to rotate
the duration of the animation is depending on user preference. (I don't know whether I can change the default animation duration of zoomRectToVisible of UIScrollView ?)
Those points are the reason why I overwrite the zoomRectToVisible-method of UIScrollView.
So I have to know how I can correctly compute the translation parameters for the transformation.
I hope someone can guide me to get the correct parameters.
Just skimmed over your code and this line is probably not being calculated as you think:
CGPoint anchor = CGPointMake(1/contentViewLayer.bounds.size.width * (panelboundingBox.origin.x + panelboundingBox.size.width/2), 1/contentViewLayer.bounds.size.height * (contentViewLayer.bounds.size.height - (panelboundingBox.origin.y + panelboundingBox.size.height/2)));
You're likely to get 0 because of the 1/ at the start. C will do your multiplication before this division, resulting in values <1 - probably not what you're after. See this
You might find it more useful to breakdown your calculation so you know it's working in the right order (just use some temporary variables) - believe me it will help enormously in making your code easier to read (and debug) later. Or you could just use more brackets...
Hope this helps.

NSAffineTransforms not being used?

I have a subclass of NSView, and in that I'm drawing an NSImage. I'm unsing NSAffineTransforms to rotate, translate and scale the image.
Most of it works fine. However, sometimes, the transforms just don't seem to get activated.
For example, when I resize the window, the rotate transform doesn't happen.
When I zoom in on the image, it puts the lower left of the image in the correct place, but doesn't zoom it, but it does zoom the part of the image that would be to the right of the original sized image. If I rotate this, it zooms correctly, but translates wrong. (The transation may be a calculation error on my part)
Here is the code of my drawRect: (sorry for the long code chunk)
- (void)drawRect:(NSRect)rect
{
// Drawing code here.
double rotateDeg = -90* rotation;
NSAffineTransform *afTrans = [[NSAffineTransform alloc] init];
NSGraphicsContext *context = [NSGraphicsContext currentContext];
NSSize sz;
NSRect windowFrame = [[self window] frame];
float deltaX, deltaY;
NSSize superSize = [[self superview] frame].size;
float height, width, sHeight, sWidth;
NSRect imageRect;
if(image)
{
sz = [ image size];
imageRect.size = sz;
imageRect.origin = NSZeroPoint;
imageRect.size.width *= zoom;
imageRect.size.height *= zoom;
height = sz.height * zoom ;
width = sz.width *zoom ;
sHeight = superSize.height;
sWidth = superSize.width;
}
I need to grab the sizes of everything early so that I can use them later when I rotate. I am not sure that I need to protect any of that, but I'm paranoid from years of C...
[context saveGraphicsState];
// rotate
[afTrans rotateByDegrees:rotateDeg];
// translate to account for window size;
deltaX = 0;
deltaY = 0;
// translate to account for rotation
// in 1 and 3, X and Y are reversed because the entire FRAME
// (inculding axes) is rotated!
switch (rotation)
{
case 0:
// NSLog(#"No rotation ");
break;
case 1:
deltaY -= (sHeight - height);
deltaX -= sHeight ;
break;
case 2:
deltaX -= width;
deltaY -= ( 2*sHeight - height);
// it's rotating around the lower left of the FRAME, so,
// we need to move it up two frame hights, and then down
// the hieght of the image
break;
case 3:
deltaX += (sHeight - width);
deltaY -= sHeight;
break;
}
Since I'm rotating around the lower left corner, and I want the image to be locked to the upper left corner, I need to move the image around. When I rotate once, the image is in the +- quadrant, so I need to shift it up one view-height, and to the left a view-height minus an image height. etc.
[afTrans translateXBy:deltaX yBy:deltaY];
// for putting image in upper left
// zoom
[afTrans scaleBy: zoom];
printMatrix([afTrans transformStruct]);
NSLog(#"zoom %f", zoom);
[afTrans concat];
if(image)
{
NSRect drawingRect = imageRect;
NSRect frame = imageRect;
frame.size.height = MAX(superSize.height, imageRect.size.height) ;
[self setFrame:frame];
deltaY = superSize.height - imageRect.size.height;
drawingRect.origin.y += deltaY;
This makes the frame the correct size so that the image is in the upper left of the frame.
If the image is bigger than the window, I want the frame to be big enough so scroll bars appear. If it isn't I want the frame to be big enough that it reaches the top of the window.
[image drawInRect:drawingRect
fromRect:imageRect
operation:NSCompositeSourceOver
fraction:1];
if((rotation %2) )
{
float tmp;
tmp = drawingRect.size.width;
drawingRect.size.width = drawingRect.size.height;
drawingRect.size.height = tmp;
}
This code may be entirely historical, now that I look at it... the idea was to swap height andwidth if I rotated 90 or 270 degs.
}
else
NSLog(#"no image");
[afTrans release];
[context restoreGraphicsState];
}
Why do you use the superview's size? That's something you should almost never need to worry about. You should make the view work on its own without dependencies on being embedded in any specific view.
Scaling the size of imageRect is probably not the right way to go. Generally when calling -drawImage you want the source rect to be the bounds of the image, and scale the destination rect to zoom it.
The problems you're reporting kind of sound like you're not redrawing the entire view after changing the transformation. Are you calling -setNeedsDisplay: YES?
How is this view embedded in the window? Is it inside an NSScrollView? Have you made sure the scroll view resizes along with the window?