Core Text Rotation does not properly rotate - Swift - ios

I am attempting to rotate Core Text such that it is readable despite it being generated via a rotated context.
My issue is that regardless of the rotation method, the resulting text is not what is expected.
Here is the working playground:
import Foundation
import UIKit
import XCPlayground
class ClockFace: UIView {
func drawText(context: CGContextRef, text: NSString, attributes: [String: AnyObject], x: CGFloat, y: CGFloat, align: CGFloat) -> CGSize {
CGContextTranslateCTM(context, 0, 0)
CGContextScaleCTM(context, 1, -1)
let font = attributes[NSFontAttributeName] as! UIFont
let attributedString = NSAttributedString(string: text as String, attributes: attributes)
let textSize = text.sizeWithAttributes(attributes)
let textPath = CGPathCreateWithRect(CGRect(x: -x, y: y + font.descender, width: ceil(textSize.width), height: ceil(textSize.height)), nil)
let frameSetter = CTFramesetterCreateWithAttributedString(attributedString)
let frame = CTFramesetterCreateFrame(frameSetter, CFRange(location: 0, length: attributedString.length), textPath, nil)
CGContextSetTextMatrix(context, CGAffineTransformMakeRotation(align * 43.0))
CTFrameDraw(frame, context)
return textSize
}
override func drawRect(rect: CGRect) {
let ctx: CGContext? = UIGraphicsGetCurrentContext()
var nums: Int = 0
for i in 0..<60 {
CGContextSaveGState(ctx)
CGContextTranslateCTM(ctx, rect.width / 2, rect.height / 2)
CGContextRotateCTM(ctx, CGFloat(6.0 * Double(i) * M_PI / 180))
if (i % 5 == 0) {
nums++
drawText(ctx!, text: "\(nums)", attributes: [NSForegroundColorAttributeName : UIColor.blackColor().CGColor, NSFontAttributeName : UIFont.systemFontOfSize(12)], x: 42, y: 0, align: CGFloat(6.0 * Double(i) * M_PI / 180))
}
CGContextRestoreGState(ctx)
}
}
}
let myView = ClockFace(frame: CGRectMake(0, 0, 150, 150))
myView.backgroundColor = .lightGrayColor()
XCPShowView("", view: myView)
Regardless of the value in CGAffineTransfomMakeRotation the text is illegible.
Why is this? Am I rotating the text correctly?
Regards, Brandon

I draw a clock face based on your codes but revised little bit.
Basically what I did is to flip and move whole clock face outside the for-loop. You can see I moved CGContextTranslateCTM() and CGContextScaleCTM() from drawText() to drawRect(). Others are some minor calculation changes owing to above modification.
As to CGContextSetTextMatrix(), the rotation happens here is affecting each character but not whole string. You can comment line 19 & 20 and uncomment line 21 to have a different result and see what I mean.
Also if you would like to get the playground file directly, you can download it from here.
import Foundation
import UIKit
import XCPlayground
class ClockFace: UIView {
func drawText(context: CGContextRef, text: String, attributes: [String: AnyObject], x: CGFloat, y: CGFloat, align: CGFloat) -> CGSize {
let font = attributes[NSFontAttributeName] as! UIFont
let attributedString = NSAttributedString(string: text, attributes: attributes)
let textSize = text.sizeWithAttributes(attributes)
let textPath = CGPathCreateWithRect(CGRect(x: x, y: y + font.descender, width: ceil(textSize.width), height: ceil(textSize.height)), nil)
let frameSetter = CTFramesetterCreateWithAttributedString(attributedString)
let frame = CTFramesetterCreateFrame(frameSetter, CFRange(location: 0, length: attributedString.length), textPath, nil)
var transform = CGAffineTransformMakeTranslation(x + 10, y + font.descender)
transform = CGAffineTransformRotate(transform, align)
//CGContextSetTextMatrix(context, CGAffineTransformMakeRotation(align))
CGContextConcatCTM(context, transform);
CTFrameDraw(frame, context)
return textSize
}
override func drawRect(rect: CGRect) {
let ctx: CGContext? = UIGraphicsGetCurrentContext()
CGContextTranslateCTM(ctx, -45, rect.size.height + 5)
CGContextScaleCTM(ctx, 1, -1)
var nums: Int = 2
for i in 0..<60 {
CGContextSaveGState(ctx)
CGContextTranslateCTM(ctx, rect.width / 2, rect.height / 2)
CGContextRotateCTM(ctx, CGFloat(-6.0 * Double(i) * M_PI / 180))
if (i % 5 == 0) {
nums++
nums = nums > 12 ? nums - 12 : nums
drawText(ctx!, text: "\(nums)", attributes: [NSForegroundColorAttributeName : UIColor.whiteColor(), NSFontAttributeName : UIFont.systemFontOfSize(12)], x: 42, y: 0, align: CGFloat(6.0 * Double(i) * M_PI / 180))
}
CGContextRestoreGState(ctx)
}
}
}
let view = ClockFace(frame: CGRectMake(0, 0, 150, 150))
XCPlaygroundPage.currentPage.needsIndefiniteExecution = true
XCPlaygroundPage.currentPage.liveView = view

Related

When using UIGraphicsBeginImageContextWithOptions, the text color cannot be adjusted

hi i am a beginner in speed writing
I refer to this writing method and apply it in my segment controller
I am using swift 5.7 method
This can be successfully used and executed with
But i have a problem that i can't change the color of my text and icon
I try to add something in "string.draw" but it dosen't work
The method I use is as follows
class func textEmbededImage(image: UIImage, string: String, color: UIColor, imageAlignment: Int = 0) -> UIImage {
let font = UIFont.systemFont(ofSize: 13.0)
let expectedTextSize: CGSize = (string as NSString).size(withAttributes: [NSAttributedString.Key.font: font])
let width: CGFloat = expectedTextSize.width + image.size.width + 5.0
let height: CGFloat = max(expectedTextSize.height, image.size.width)
let size: CGSize = CGSize(width: width, height: height)
UIGraphicsBeginImageContextWithOptions(size, false, 0)
let context: CGContext = UIGraphicsGetCurrentContext()!
context.setFillColor(color.cgColor)
let fontTopPosition: CGFloat = (height - expectedTextSize.height) / 2.0
let textOrigin: CGFloat = (imageAlignment == 0) ? image.size.width + 5 : 0
let textPoint: CGPoint = CGPoint.init(x: textOrigin, y: fontTopPosition)
string.draw(at: textPoint, withAttributes: [.font : font , .foregroundColor : UIColor.gray])
let flipVertical: CGAffineTransform = CGAffineTransform(a: 1, b: 0, c: 0, d: -1, tx: 0, ty: size.height)
context.concatenate(flipVertical)
let alignment: CGFloat = (imageAlignment == 0) ? 0.0 : expectedTextSize.width + 5.0
context.draw(image.cgImage!, in: CGRect.init(x: alignment, y: ((height - image.size.height) / 2.0), width: image.size.width, height: image.size.height))
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext(
return newImage!
}
and i use like this
customSegment.setImage(UIImage.textEmbededImage(image: UIImage.add, string: "QQQ", color: .red),forSegmentAt: 0)
customSegment.setImage(UIImage.textEmbededImage(image: UIImage.add, string: "AAA", color: .white),forSegmentAt: 1)
customSegment.setImage(UIImage.textEmbededImage(image: UIImage.add, string: "BBB", color: .red),forSegmentAt: 2)
but this doesn't work for
I went into debug view hierarchy xcode to try to find the problem
debug view hierarchy
But what puzzles me even more is that what I see on the right layer is the gray color I set, but what I see on the screen is the blue color set by the system
How can I solve it
In addition, I also want to ask, how to make different text colors to achieve the effect when selecting

How to set outline as per image shape?

I am stuck with this point. I want an outline as per image and I want output as per this video
I tried this code but it was not working smooth.
extension CGPoint {
/**
Rotates the point from the center `origin` by `byDegrees` degrees along the Z axis.
- Parameters:
- origin: The center of he rotation;
- byDegrees: Amount of degrees to rotate around the Z axis.
- Returns: The rotated point.
*/
func rotated(around origin: CGPoint, byDegrees: CGFloat) -> CGPoint {
let dx = x - origin.x
let dy = y - origin.y
let radius = sqrt(dx * dx + dy * dy)
let azimuth = atan2(dy, dx) // in radians
let newAzimuth = azimuth + byDegrees * .pi / 180.0 // to radians
let x = origin.x + radius * cos(newAzimuth)
let y = origin.y + radius * sin(newAzimuth)
return CGPoint(x: x, y: y)
}
}
public extension UIImage {
/**
Returns the flat colorized version of the image, or self when something was wrong
- Parameters:
- color: The colors to user. By defaut, uses the ``UIColor.white`
- Returns: the flat colorized version of the image, or the self if something was wrong
*/
func colorized(with color: UIColor = .white) -> UIImage {
UIGraphicsBeginImageContextWithOptions(size, false, scale)
defer {
UIGraphicsEndImageContext()
}
guard let context = UIGraphicsGetCurrentContext(), let cgImage = cgImage else { return self }
let rect = CGRect(x: 0, y: 0, width: size.width, height: size.height)
color.setFill()
context.translateBy(x: 0, y: size.height)
context.scaleBy(x: 1.0, y: -1.0)
context.clip(to: rect, mask: cgImage)
context.fill(rect)
guard let colored = UIGraphicsGetImageFromCurrentImageContext() else { return self }
return colored
}
/**
Returns the stroked version of the fransparent image with the given stroke color and the thickness.
- Parameters:
- color: The colors to user. By defaut, uses the ``UIColor.white`
- thickness: the thickness of the border. Default to `2`
- quality: The number of degrees (out of 360): the smaller the best, but the slower. Defaults to `10`.
- Returns: the stroked version of the image, or self if something was wrong
*/
func stroked(with color: UIColor = .white, thickness: CGFloat = 2, quality: CGFloat = 10) -> UIImage {
guard let cgImage = cgImage else { return self }
// Colorize the stroke image to reflect border color
let strokeImage = colorized(with: color)
guard let strokeCGImage = strokeImage.cgImage else { return self }
/// Rendering quality of the stroke
let step = quality == 0 ? 10 : abs(quality)
let oldRect = CGRect(x: thickness, y: thickness, width: size.width, height: size.height).integral
let newSize = CGSize(width: size.width + 2 * thickness, height: size.height + 2 * thickness)
let translationVector = CGPoint(x: thickness, y: 0)
UIGraphicsBeginImageContextWithOptions(newSize, false, scale)
guard let context = UIGraphicsGetCurrentContext() else { return self }
defer {
UIGraphicsEndImageContext()
}
context.translateBy(x: 0, y: newSize.height)
context.scaleBy(x: 1.0, y: -1.0)
context.interpolationQuality = .high
for angle: CGFloat in stride(from: 0, to: 360, by: step) {
let vector = translationVector.rotated(around: .zero, byDegrees: angle)
let transform = CGAffineTransform(translationX: vector.x, y: vector.y)
context.concatenate(transform)
context.draw(strokeCGImage, in: oldRect)
let resetTransform = CGAffineTransform(translationX: -vector.x, y: -vector.y)
context.concatenate(resetTransform)
}
context.draw(cgImage, in: oldRect)
guard let stroked = UIGraphicsGetImageFromCurrentImageContext() else { return self }
return stroked
}
}
try this one
PLS do NOT add constraints to imageView except for top/left in Storyboard.
//
// ViewController.swift
// AddBorderANDZoom
//
// Created by ing.conti on 06/01/22.
//
import UIKit
import CoreGraphics
import AVFoundation
class ViewController: UIViewController {
#IBOutlet weak var imageView: UIImageView!
#IBOutlet weak var slider: UISlider!
let maZoom = 20.0
override func viewDidLoad() {
super.viewDidLoad()
self.slider.value = 1
self.imageView.image = UIImage(named: "apple")?.outline(borderSize: self.maZoom)
}
#IBAction func didSlide(_ sender: UISlider) {
let value = CGFloat(sender.value * 20)
self.imageView.image = UIImage(named: "apple")?.outline(borderSize: value)
}
}
/////
extension UIImage {
func outline(borderSize: CGFloat = 6.0) -> UIImage? {
let color = UIColor.black
let W = self.size.width
let H = self.size.height
let scale = 1 + (borderSize/W)
let outlinedImageRect = CGRect(x: -borderSize/2,
y: -borderSize/2,
width: W * scale,
height: H * scale)
let imageRect = CGRect(x: 0,
y: 0,
width: W,
height: H)
UIGraphicsBeginImageContextWithOptions(outlinedImageRect.size, false, scale)
self.draw(in: outlinedImageRect)
let context = UIGraphicsGetCurrentContext()!
context.setBlendMode(.sourceIn)
context.setFillColor(color.cgColor)
context.fill(outlinedImageRect)
self.draw(in: imageRect)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage
}
}

Rotate Text in Swift

I am trying to draw a few strings in a custom view with swift. I have done the same thing on Android with Java, and here's the result:
With Swift, I get this graphic:
Here's my code:
let π:CGFloat = CGFloat(M_PI)
extension NSString {
func drawWithBasePoint(basePoint: CGPoint, andAngle angle: CGFloat, andAttributes attributes: [String: AnyObject]) {
let textSize: CGSize = self.sizeWithAttributes(attributes)
let context: CGContextRef = UIGraphicsGetCurrentContext()!
let t: CGAffineTransform = CGAffineTransformMakeTranslation(basePoint.x, basePoint.y)
let r: CGAffineTransform = CGAffineTransformMakeRotation(angle)
CGContextConcatCTM(context, t)
CGContextConcatCTM(context, r)
self.drawAtPoint(CGPointMake(textSize.width / 2, -textSize.height / 2), withAttributes: attributes)
CGContextConcatCTM(context, CGAffineTransformInvert(r))
CGContextConcatCTM(context, CGAffineTransformInvert(t))
}
}
override func drawRect(rect: CGRect) {
elements = delegate!.getRotaryElements(self)
let center = CGPoint(x:bounds.width / 2, y: bounds.height / 2)
let sectorSize = 2 * π / CGFloat.init(elements.count)
let paragraphStyle = NSMutableParagraphStyle()
paragraphStyle.alignment = NSTextAlignment.Center
for i in 0...elements.count - 1 {
let attrs = [NSFontAttributeName: UIFont(name: "HelveticaNeue-Thin", size: 14)!, NSParagraphStyleAttributeName: paragraphStyle, NSForegroundColorAttributeName:(i % 2 == 0 ? UIColor.redColor():primaryColor)]
elements[i].drawWithBasePoint(center, andAngle: CGFloat(i) * sectorSize + (sectorSize / 2), andAttributes: attrs)
}
}
How can I produce the same thing in Swift? I am new to Swift (and iOS for that matter) and would appreciate any hint you can give me.
Try the code below, and to see if it works.
let π:CGFloat = CGFloat(M_PI)
extension NSString {
func drawWithBasePoint(basePoint: CGPoint, andAngle angle: CGFloat, andAttributes attributes: [String: AnyObject]) {
let radius: CGFloat = 100
let textSize: CGSize = self.sizeWithAttributes(attributes)
let context: CGContextRef = UIGraphicsGetCurrentContext()!
let t: CGAffineTransform = CGAffineTransformMakeTranslation(basePoint.x, basePoint.y)
let r: CGAffineTransform = CGAffineTransformMakeRotation(angle)
CGContextConcatCTM(context, t)
CGContextConcatCTM(context, r)
self.drawAtPoint(CGPointMake(radius-textSize.width/2, -textSize.height/2), withAttributes: attributes)
CGContextConcatCTM(context, CGAffineTransformInvert(r))
CGContextConcatCTM(context, CGAffineTransformInvert(t))
}
}
In Swift 5.0:
extension String {
func drawWithBasePoint(basePoint: CGPoint,
andAngle angle: CGFloat,
andAttributes attributes: [NSAttributedString.Key : Any]) {
let textSize: CGSize = self.size(withAttributes: attributes)
let context: CGContext = UIGraphicsGetCurrentContext()!
let t: CGAffineTransform = CGAffineTransform(translationX: basePoint.x, y: basePoint.y)
let r: CGAffineTransform = CGAffineTransform(rotationAngle: angle)
context.concatenate(t)
context.concatenate(r)
self.draw(at: CGPoint(x: textSize.width / 2, y: -textSize.height / 2), withAttributes: attributes)
context.concatenate(r.inverted())
context.concatenate(t.inverted())
}
}

How to Rotate Core Text with Swift?

I am attempting to make an analog clock using CoreGraphics.
My problem is that I do not know how to rotate the text of the numerals.
The general process of the code is as follows:
First I rotate the context, then, if applicable I draw a number; repeat.
The complete Playground
import UIKit
import Foundation
import XCPlayground
class ClockFace: UIView {
func drawText(context: CGContextRef, text: NSString, attributes: [String: AnyObject], x: CGFloat, y: CGFloat) -> CGSize {
CGContextTranslateCTM(context, 0, 0)
CGContextScaleCTM(context, 1, -1)
let font = attributes[NSFontAttributeName] as! UIFont
let attributedString = NSAttributedString(string: text as String, attributes: attributes)
let textSize = text.sizeWithAttributes(attributes)
let textPath = CGPathCreateWithRect(CGRect(x: -x, y: y + font.descender, width: ceil(textSize.width), height: ceil(textSize.height)), nil)
let frameSetter = CTFramesetterCreateWithAttributedString(attributedString)
let frame = CTFramesetterCreateFrame(frameSetter, CFRange(location: 0, length: attributedString.length), textPath, nil)
CTFrameDraw(frame, context)
return textSize
}
override func drawRect(rect: CGRect) {
let ctx: CGContext? = UIGraphicsGetCurrentContext()
var nums: Int = 0
for i in 0..<60 {
CGContextSaveGState(ctx)
CGContextTranslateCTM(ctx, rect.width / 2, rect.height / 2)
CGContextRotateCTM(ctx, CGFloat(6.0 * Double(i) * M_PI / 180))
CGContextMoveToPoint(ctx, 72, 0)
if (i % 5 == 0) {
nums++
drawText(ctx!, text: "\(nums)", attributes: [NSForegroundColorAttributeName : UIColor.blackColor().CGColor, NSFontAttributeName : UIFont.systemFontOfSize(12)], x: 42, y: 0)
}
CGContextRestoreGState(ctx)
}
}
}
let myView = ClockFace(frame: CGRectMake(0, 0, 150, 150))
myView.backgroundColor = .lightGrayColor()
XCPShowView("", view: myView)
Hence my question, how does one rotate Core Text with Swift?
These 15 lines took me over 8 hours, gobs of StackOverflow searches (many with answers that didn't/no long work!), to figure out.
Beware of solutions that use CTLineDraw. For CTLineDraw, you have to change cgContext.textMatrix to do the rotation and I got very strange/unreliable results. Generating a frame and then rotating that frame proved MUCH more reliable.
Using Swift 5.2...
func drawCenteredString(
cgContext: CGContext,
string: String,
targetCenter: CGPoint,
angleClockwise: Angle,
uiFont: UIFont
) {
let attrString = NSAttributedString(string: string, attributes: [NSAttributedString.Key.font: uiFont])
let textSize = attrString.size()
let textPath = CGPath(rect: CGRect(x: CGFloat(-textSize.width/2), y: -uiFont.ascender / 2, width: ceil(textSize.width), height: ceil(textSize.height)), transform: nil)
let frameSetter = CTFramesetterCreateWithAttributedString(attrString)
let frame = CTFramesetterCreateFrame(frameSetter, CFRange(location: 0, length: attrString.length), textPath, nil)
cgContext.saveGState()
cgContext.translateBy(x: targetCenter.x, y: targetCenter.y)
cgContext.scaleBy(x: 1, y: -1)
cgContext.rotate(by: CGFloat(-angleClockwise.radians))
CTFrameDraw(frame, cgContext)
cgContext.restoreGState()
}
You can implement CGAffineTransform via CGContextSetTextMatrix() to rotate texts. Ex:
...
let frame = CTFramesetterCreateFrame(frameSetter, CFRange(location: 0, length: attributedString.length), textPath, nil)
CGContextSetTextMatrix(context, CGAffineTransformMakeRotation(CGFloat(M_PI)))
CTFrameDraw(frame, context)

How to Rotate Core Text in Swift?

So I have the following code that rotates the CGContext to position where my text should be:
var nums: Int = 0
let oNums: [Int] = [3,4,5,6,7,8,9,10,11,12,1,2]
for i in 0..<60 {
CGContextSaveGState(ctx)
CGContextTranslateCTM(ctx, rect.width / 2, rect.height / 2)
CGContextRotateCTM(ctx, CGFloat(6.0 * Double(i) * M_PI / 180))
CGContextSetStrokeColorWithColor(ctx, UIColor.grayColor().CGColor)
CGContextMoveToPoint(ctx, 72, 0)
CGContextSetLineWidth(ctx, 3.0)
CGContextAddLineToPoint(ctx, 42, 0)
drawText(ctx!, text: getRoman(oNums[nums]), attributes: [NSForegroundColorAttributeName : UIColor.blackColor().CGColor, NSFontAttributeName : UIFont.systemFontOfSize(12)], x: 42, y: 0, align: CGFloat(6.0 * Double(i) * M_PI / 180))
nums++
}
Where drawText(_:) is:
func drawText(context: CGContextRef, text: NSString, attributes: [String: AnyObject], x: CGFloat, y: CGFloat, align: CGFloat) -> CGSize {
CGContextTranslateCTM(context, 0, 0)
CGContextScaleCTM(context, 1, -1)
let font = attributes[NSFontAttributeName] as! UIFont
let attributedString = NSAttributedString(string: text as String, attributes: attributes)
let textSize = text.sizeWithAttributes(attributes)
let textPath = CGPathCreateWithRect(CGRect(x: x, y: y + font.descender, width: ceil(textSize.width), height: ceil(textSize.height)), nil)
let frameSetter = CTFramesetterCreateWithAttributedString(attributedString)
let frame = CTFramesetterCreateFrame(frameSetter, CFRange(location: 0, length: attributedString.length), textPath, nil)
CTFrameDraw(frame, context)
return textSize
}
And getRoman(_:) is:
func getRoman(numeral: Int) -> String {switch numeral {case 1:return "I"case 2:return "II"case 3:return "III"case 4:return "IV"case 5:return "V"case 6:return "VI"case 7:return "VII"case 8:return "VIII"case 9:return "IX"case 10:return "X"case 11:return "XI"case 12:return "XII"default:return ""}}
The issue, is that this prints text rotated to an angle (the desired result would be text all angled to the same degree (standard text orientation))
Is there a way to rotate Core Text?
Regards, Brandon

Resources