Move a UIImage inside of CGRect using animateWithDuration - ios

So I'm trying to figure out how to move UIImages that are drawn inside a CGRect up a cell on the screen using animateWithDuration, but I'm having trouble visualizing where to write the code as well as how to write it for a UIImage. I have an array of CGRects with content the UIImage drawn inside of it, and I want to move all of the images at the same time. Once they get to the top most cell, I want them to then appear in the bottom cell and start again. Here is a picture to get a better idea of what I'm talking about:
DragMeToHell Screenshot
And here's my drawRect code for the UIView and UIImages:
override func drawRect(rect: CGRect) {
print( "drawRect:" )
let context = UIGraphicsGetCurrentContext()! // obtain graphics context
// CGContextScaleCTM( context, 0.5, 0.5 ) // shrink into upper left quadrant
let bounds = self.bounds // get view's location and size
let w = CGRectGetWidth( bounds ) // w = width of view (in points)
let h = CGRectGetHeight( bounds ) // h = height of view (in points)
self.dw = w/10.0 // dw = width of cell (in points)
self.dh = h/10.0 // dh = height of cell (in points)
print( "view (width,height) = (\(w),\(h))" )
print( "cell (width,height) = (\(self.dw),\(self.dh))" )
// draw lines to form a 10x10 cell grid
CGContextBeginPath( context ) // begin collecting drawing operations
for i in 1..<10 {
// draw horizontal grid line
let iF = CGFloat(i)
CGContextMoveToPoint( context, 0, iF*(self.dh) )
CGContextAddLineToPoint( context, w, iF*self.dh )
}
for i in 1..<10 {
// draw vertical grid line
let iFlt = CGFloat(i)
CGContextMoveToPoint( context, iFlt*self.dw, 0 )
CGContextAddLineToPoint( context, iFlt*self.dw, h )
}
UIColor.grayColor().setStroke() // use gray as stroke color
CGContextDrawPath( context, CGPathDrawingMode.Stroke ) // execute collected drawing ops
// establish bounding box for image
let tl = self.inMotion ? CGPointMake( self.x, self.y )
: CGPointMake( CGFloat(row)*self.dw, CGFloat(col)*self.dh )
let imageRect = CGRectMake(tl.x, tl.y, self.dw, self.dh)
// place images in random cells
//cellCoordinates = self.generateCoordinates()
for xy in cellCoordinates {
let randomImageRect = CGRectMake(xy.x, xy.y, self.dw, self.dh)
let lavaImage : UIImage? = UIImage(named: "lava.png")
lavaImage!.drawInRect(randomImageRect)
imageCells.append(randomImageRect)
}
// place appropriate image where dragging stopped [EDITED]
var img : UIImage?
if ( self.col == 9 ) {
img = UIImage(named:"otto.png")
} else {
img = UIImage(named:"angel.png")
}
img!.drawInRect(imageRect)
// check for image intersection
for tempImageRect in imageCells {
if (CGRectIntersectsRect(imageRect, tempImageRect)) {
img = UIImage(named:"devil.png")
img!.drawInRect(imageRect)
self.backgroundColor = UIColor.redColor()
}
}
}

Related

How to convert VNRectangleObservation item to UIImage in SwiftUI

I was able to identify squares from a images using VNDetectRectanglesRequest. Now I want those rectangles to store as separate images (UIImage or cgImage). Below is what I tried.
let rectanglesDetection = VNDetectRectanglesRequest { request, error in
rectangles = request.results as! [VNRectangleObservation]
rectangles.sort{$0.boundingBox.origin.y > $1.boundingBox.origin.y}
for rectangle in rectangles {
let rect = rectangle.boundingBox
let imageRef = cgImage.cropping(to: rect)
let image = UIImage(cgImage: imageRef!, scale: image!.scale, orientation: image!.imageOrientation)
checkBoxImages.append(image)
}
Can anybody point out what's wrong or what should be the best approach?
Update 1
At this stage, I'm testing with an image that I added to the assets.
With this image I get 7 rectangles as observations as each for each cell and one for the table margin.
My task is to identify the text inside in each rectangle and my approach is to send VNRecognizeTextRequest for each rectangle that has been identified. My real scenario is little complicated than this but I want to at least achieve this before going forward.
Update 2
for rectangle in rectangles {
let trueX = rectangle.boundingBox.minX * image!.size.width
let trueY = rectangle.boundingBox.minY * image!.size.height
let width = rectangle.boundingBox.width * image!.size.width
let height = rectangle.boundingBox.height * image!.size.height
print("x = " , trueX , " y = " , trueY , " width = " , width , " height = " , height)
let cropZone = CGRect(x: trueX, y: trueY, width: width, height: height)
guard let cutImageRef: CGImage = image?.cgImage?.cropping(to:cropZone)
else {
return
}
let croppedImage: UIImage = UIImage(cgImage: cutImageRef)
croppedImages.append(croppedImage)
}
My image width and height is
width = 406.0 height = 368.0
I've taken my debug interface for you to get a proper understand.
As #Lasse mentioned, this is my actual issue with screenshots.
This is just a guess since you didn't state what the actual problem is, but probably you're getting a zero-sized image for each VNRectangleObservation.
The reason is: Vision uses a normalized coordinate space from 0.0 to 1.0 with lower left origin.
So in order to get the correct rectangle of your original image, you need to convert the rect from Normalized Space to Image Space. Luckily there is VNImageRectForNormalizedRect(::_:) to do just that.

Mosaic light show CAReplicatorLayer animation

I'm trying to achieve this mosaic light show effect for my background view with the CAReplicatorLayer object:
https://downloops.com/stock-footage/mosaic-light-show-blue-illuminated-pixel-grid-looping-background/
Each tile/CALayer is a single image that was replicated horizontally & vertically. That part I have done.
It seems to me this task is broken into at least 4 separate parts:
Pick a random tile
Select a random range of color offset for the selected tile
Apply that color offset over a specified duration in seconds
If the random color offset exceeds a specific threshold then apply a glow effect with the color offset animation.
But I'm not actually sure this would be the correct algorithm.
My current code was taken from this tutorial:
https://www.swiftbysundell.com/articles/ca-gems-using-replicator-layers-in-swift/
Animations are not my strong suite & I don't actually know how to apply continuous/repeating animation on all tiles. Here is my current code:
#IBOutlet var animationView: UIView!
func cleanUpAnimationView() {
self.animationView.layer.removeAllAnimations()
self.animationView.layer.sublayers?.removeAll()
}
/// Start a background animation with a replicated pattern image in tiled formation.
func setupAnimationView(withPatternImage patternImage: UIImage, animate: Bool = true) {
// Tutorial: https://www.swiftbysundell.com/articles/ca-gems-using-replicator-layers-in-swift/
let imageSize = patternImage.size.halve
self.cleanUpAnimationView()
// Animate pattern image
let replicatorLayer = CAReplicatorLayer()
replicatorLayer.frame.size = self.animationView.frame.size
replicatorLayer.masksToBounds = true
self.animationView.layer.addSublayer(replicatorLayer)
// Give the replicator layer a sublayer to replicate
let imageLayer = CALayer()
imageLayer.contents = patternImage.cgImage
imageLayer.frame.size = imageSize
replicatorLayer.addSublayer(imageLayer)
// Tell the replicator layer how many copies (or instances) of the image needs to be rendered. But we won't see more than one since they are, per default, all rendered/stacked on top of each other.
let instanceCount = self.animationView.frame.width / imageSize.width
replicatorLayer.instanceCount = Int(ceil(instanceCount))
// Instance offsets & transforms is needed to move them
// 'CATransform3D' transform will be used on each instance: shifts them to the right & reduces the red & green color component of each instance's tint color.
// Shift each instance by the width of the image
replicatorLayer.instanceTransform = CATransform3DMakeTranslation(imageSize.width, 0, 0)
// Reduce the red & green color component of each instance, effectively making each copy more & more blue while horizontally repeating the gradient pattern
let colorOffset = -1 / Float(replicatorLayer.instanceCount)
replicatorLayer.instanceRedOffset = colorOffset
replicatorLayer.instanceGreenOffset = colorOffset
//replicatorLayer.instanceBlueOffset = colorOffset
//replicatorLayer.instanceColor = UIColor.random.cgColor
// Extend the original pattern to also repeat vertically using another tint color gradient
let verticalReplicatorLayer = CAReplicatorLayer()
verticalReplicatorLayer.frame.size = self.animationView.frame.size
verticalReplicatorLayer.masksToBounds = true
verticalReplicatorLayer.instanceBlueOffset = colorOffset
self.animationView.layer.addSublayer(verticalReplicatorLayer)
let verticalInstanceCount = self.animationView.frame.height / imageSize.height
verticalReplicatorLayer.instanceCount = Int(ceil(verticalInstanceCount))
verticalReplicatorLayer.instanceTransform = CATransform3DMakeTranslation(0, imageSize.height, 0)
verticalReplicatorLayer.addSublayer(replicatorLayer)
guard animate else { return }
// Set both the horizontal & vertical replicators to add a slight delay to all animations applied to the layer they're replicating
let delay = TimeInterval(0.1)
replicatorLayer.instanceDelay = delay
verticalReplicatorLayer.instanceDelay = delay
// This will make the image layer change color
let animColor = CABasicAnimation(keyPath: "instanceRedOffset")
animColor.duration = animationDuration
animColor.fromValue = verticalReplicatorLayer.instanceRedOffset
animColor.toValue = -1 / Float(Int.random(replicatorLayer.instanceCount-1))
animColor.autoreverses = true
animColor.repeatCount = .infinity
replicatorLayer.add(animColor, forKey: "colorshift")
let animColor1 = CABasicAnimation(keyPath: "instanceGreenOffset")
animColor1.duration = animationDuration
animColor1.fromValue = verticalReplicatorLayer.instanceGreenOffset
animColor1.toValue = -1 / Float(Int.random(replicatorLayer.instanceCount-1))
animColor1.autoreverses = true
animColor1.repeatCount = .infinity
replicatorLayer.add(animColor1, forKey: "colorshift1")
let animColor2 = CABasicAnimation(keyPath: "instanceBlueOffset")
animColor2.duration = animationDuration
animColor2.fromValue = verticalReplicatorLayer.instanceBlueOffset
animColor2.toValue = -1 / Float(Int.random(replicatorLayer.instanceCount-1))
animColor2.autoreverses = true
animColor2.repeatCount = .infinity
replicatorLayer.add(animColor2, forKey: "colorshift2")
}
let imageSize = patternImage.size.halve
and
animColor.toValue = -1 / Float(Int.random(replicatorLayer.instanceCount-1))
both generated errors.
I removed the halve and commented-out the animColor lines and the code runs and animates. I could not get ANY replicator layer to display or animate at all (not even the most basic apple or tutorial code) until I used your code. Thank you so much!

CATransform3D.MakeScale is moving layer

I am developing a Xamarin.Forms application for iOS. This app consists of an UIView, which has sublayers which are CALayers. They are added like this:
// draw all the pins from the list
foreach (var pin in _control.PinsSource)
{
var point = new CGPoint
{
X = pin.Longitude,
Y = pin.Latitude
};
var shapeLayer = new CAShapeLayer
{
Name = nameof(MapItem),
Path = MakeCircleAtLocation(point, PinRadius).CGPath,
FillColor = UIColor.Red.CGColor
};
Layer.AddSublayer(shapeLayer);
}
// Create a UIBezierPath which is a circle at a certain location of a certain radius.
private static UIBezierPath MakeCircleAtLocation(CGPoint location, nfloat radius)
{
var path = new UIBezierPath();
path.AddArc(location, radius, 0, (float)(Math.PI * 2.0), true);
return path;
}
Then I have a UIPinchGestureRecognizer which can scale the UIView and some other GestureRecognizers like panning.
Scaling and panning the base view works well. The UIView is scaled using a variable called _currentScale. See the full scale method here:
private void HandlePinch(UIPinchGestureRecognizer recognizer)
{
// Prevent the object to become too large or too small
var newScale = (nfloat)Math.Max(MinZoomLevel, Math.Min(_currentScale * recognizer.Scale, MaxZoomLevel));
if (_currentScale != newScale)
{
_currentScale = newScale;
Transform = CGAffineTransform.MakeScale(_currentScale, _currentScale);
foreach (var subLayer in Layer.Sublayers)
{
if (subLayer.Name == nameof(MapItem))
subLayer.Transform = CATransform3D.MakeScale(PinRadius / _currentScale, PinRadius / _currentScale, 1);
}
}
recognizer.Scale = 1;
}
If the sublayer is a map pin, I did like to NOT scale it with the _currentScale, so that's why I am dividing the scale using PinRadius / _currentScale.
The scaling is working fine, however the pin is moving across the map which is weird. See here:
How can I resolve this?
Unfortunately I couldn't find another way then recreating a new CAShapeLayer on every pinch. It's very ugly, but it's working.
private void HandlePinch(UIPinchGestureRecognizer recognizer)
{
// Prevent the object to become too large or too small
var newScale = (nfloat)Math.Max(MinZoomLevel, Math.Min(_currentScale * recognizer.Scale, _maxZoomLevel));
if (_currentScale != newScale)
{
_currentScale = newScale;
_currentPinRadius = _pinRadius / _currentScale;
Transform = CGAffineTransform.MakeScale(_currentScale, _currentScale);
// First layer is a CALayer, so start at 1
for (var i = 1; i < Layer.Sublayers.Length; i++)
{
var caLayer = ((CAShapeLayer)Layer.Sublayers[i]);
var cgPoint = new CGPoint
{
X = _control.PinsSource[i - 1].Longitude,
Y = _control.PinsSource[i - 1].Latitude
};
caLayer.Path = CreateCircle(cgPoint, _currentPinRadius);
}
}
recognizer.Scale = 1;
}

Update the rotation of a CALayer

I am trying to update the current rotation (and sometimes the position) of a CALayer.
What I am trying to in a couple of simple steps:
Store a couple of CALayers in an array, so I can reuse them
Set the anchor point of all CALayers to 0,0.
Draw CALayer objects where the object starts at a position on a circle
The layers are rotated by the same angle as the circle at that position
Update the position and rotation of the CALayer to match new values
Here is a piece of code I have:
lineWidth is the width of a line
self.items is an array containing the CALayer objects
func updateLines() {
var space = 2 * M_PI * Double(circleRadius);
var spaceAvailable = space / (lineWidth)
var visibleItems = [Int]();
var startIndex = items.count - Int(spaceAvailable);
if (startIndex < 0) {
startIndex = 0;
}
for (var i = startIndex; i < self.items.count; i++) {
visibleItems.append(self.items[i]);
}
var circleCenter = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame));
/* Each line should move up and rotate accordin to this value */
var anglePerLine: CGFloat = (360 / CGFloat(visibleItems.count)).toRadians()
/* Starting position, 270 degrees is on top */
var startAngle: CGFloat = CGFloat(270).toRadians();
/* Lines default rotation, we rotate it to get the right side up */
var lineAngle: CGFloat = CGFloat(180).toRadians();
for (var itemIndex = 0; itemIndex < visibleItems.count; itemIndex++) {
var itemLayer = self.itemLayers[itemIndex];
itemLayer.opacity = 1 - ((0.9 / visibleItems.count) * itemIndex);
/* Calculate start position of layer */
var x = CGFloat(circleRadius) * cos(startAngle) + CGFloat(circleCenter.x);
var y = CGFloat(circleRadius) * sin(startAngle) + CGFloat(circleCenter.y);
var height = CGFloat((arc4random() % 80) + 10);
/* Set position and frame of layer */
itemLayer.frame = CGRectMake(CGFloat(x), CGFloat(y), CGFloat(lineWidth), height);
itemLayer.position = CGPointMake(CGFloat(x), CGFloat(y));
var currentRotation = CGFloat((itemLayer.valueForKeyPath("transform.rotation.z") as NSNumber).floatValue);
var newRotation = lineAngle - currentRotation;
var rotationTransform = CATransform3DRotate(itemLayer.transform, CGFloat(newRotation), 0, 0, 1);
itemLayer.transform = rotationTransform;
lineAngle += anglePerLine;
startAngle += anglePerLine;
}
}
The result of the first run is exactly as I want it to be:
The second run through this code just doesn't update the CALayers correctly and it starts to look like this:
I think it has to do with my code to update the location and transform properties of the CALayer, but whatever I do, it always results in the last picture.
Answered via Twitter: setting frames and transform is mutually exclusive. Happy to help. Finding my login credentials for SO is harder. :D
Found the answer thanks to #iosengineer on Twitter. When setting a position on the CALayer, you do not want to update the frame of the layer, but you want to update the bounds.
Smooth animation FTW

how to add some text to a static image programatically, Using MonoTouch?

I have a static image of size 1024*768 with some logo on one side,
i want to have some text added to that image eg: Page 1, (on another side)
i got some code from
public override void ViewDidLoad ()
{
try {
base.ViewDidLoad ();
UIImage ii = new UIImage (Path.Combine (NSBundle.MainBundle.BundleUrl.ToString ().Replace ("%20", " ").Replace ("file://", ""), "images2.png"));
RectangleF wholeImageRect = new RectangleF (0, 0, ii.CGImage.Width, ii.CGImage.Height);
imageView = new UIImageView (wholeImageRect);
this.View.AddSubview (imageView);
imageView.Image = DrawVerticalText ("Trail Text", 100, 100);
Console.Write ("Switch to Simulator now to see ");
Console.WriteLine ("some stupid graphics tricks");
} catch (Exception ex) {
}
}
public static UIImage DrawVerticalText (string text, int width, int height)
{
try {
float centerX = width / 2;
float centerY = height / 2;
//Create the graphics context
byte[] mybyteArray;
CGImage tt = null;
UIImage ii = new UIImage (Path.Combine (NSBundle.MainBundle.BundleUrl.ToString ().Replace ("%20", " ").Replace ("file://", ""), "images2.png"));
using (NSData imagedata = ii.AsPNG ()) {
mybyteArray = new byte[imagedata.Length];
System.Runtime.InteropServices.Marshal.Copy (imagedata.Bytes, mybyteArray, 0, Convert.ToInt32 (imagedata.Length));
using (CGBitmapContext ctx = new CGBitmapContext (mybyteArray, width, height, 8, 4 * width, CGColorSpace.CreateDeviceRGB (), CGImageAlphaInfo.PremultipliedFirst)) {
//Set the font
ctx.SelectFont ("Arial", 16f, CGTextEncoding.MacRoman);
//Measure the text's width - This involves drawing an invisible string to calculate the X position difference
float start, end, textWidth;
//Get the texts current position
start = ctx.TextPosition.X;
//Set the drawing mode to invisible
ctx.SetTextDrawingMode (CGTextDrawingMode.Invisible);
//Draw the text at the current position
ctx.ShowText (text);
//Get the end position
end = ctx.TextPosition.X;
//Subtract start from end to get the text's width
textWidth = end - start;
//Set the fill color to blue
ctx.SetRGBFillColor (0f, 0f, 1f, 1f);
//Set the drawing mode back to something that will actually draw Fill for example
ctx.SetTextDrawingMode (CGTextDrawingMode.Fill);
//Set the text rotation to 90 degrees - Vertical from bottom to top.
ctx.TextMatrix = CGAffineTransform.MakeRotation ((float)(360 * 0.01745329f));
//Draw the text at the center of the image.
ctx.ShowTextAtPoint (2, 2, text);
tt = ctx.ToImage ();
}
}
//Return the image
return UIImage.FromImage (tt);
} catch (Exception ex) {
return new UIImage (Path.Combine (NSBundle.MainBundle.BundleUrl.ToString ().Replace ("%20", " ").Replace ("file://", ""), "images2.png"));
}
}
the output i am getting as following
As you can see it gets completely stretched in terms of width, i need this to be solved Any suggestions ???
At the same time the original image has nothing in the upper part, where as after processing it shows multi coloured layer, how to fix that ??
Why do you not draw your text directly to the image? Perhaps you can try this:
private static UIImage PutTextOnImage(UIImage image, string text, float x, float y)
{
UIGraphics.BeginImageContext(new CGSize(image.Size.Width, image.Size.Height));
using (CGContext context = UIGraphics.GetCurrentContext())
{
// Copy original image
var rect = new CGRect(0, 0, image.Size.Width, image.Size.Height);
context.SetFillColor(UIColor.Black.CGColor);
image.Draw(rect);
// Use ScaleCTM to correct upside-down imaging
context.ScaleCTM(1f, -1f);
// Set the fill color for the text
context.SetTextDrawingMode(CGTextDrawingMode.Fill);
context.SetFillColor(UIColor.FromRGB(255, 0, 0).CGColor);
// Draw the text with textSize
var textSize = 20f;
context.SelectFont("Arial", textSize, CGTextEncoding.MacRoman);
context.ShowTextAtPoint(x, y, text);
}
// Get the resulting image from context
var resultImage = UIGraphics.GetImageFromCurrentImageContext();
UIGraphics.EndImageContext();
return resultImage;
}
The above method draws your text at coords x, y with given color and textsize. If you want it vertically you need to rotate the text with rotateCTM. keep in mind rotateCTM uses radius.
Add this to your using Context block (before DrawTextAtPoint):
var angle = 90;
var radius = 90 * (nfloat)Math.PI / 180;
context.RotateCTM(radius);

Resources