CorePlot allow user drag rotate PieChart - ios

(As for I got the solution now, it is being shared at the bottom)
Fact is I have been struggling a while about this and I believe quite a lot of discussions I found are related to older versions of CorePlot or unanswered.
Firstly, I am using CorePlot 1.5.1.
I am able to plot a PieChart already and now I would like the user to be able to rotate it by dragging on the screen ( doesn't really matter touch directly the pieChart or the host View).
Using these delegates at the moment:
#interface MyChartViewController : UIViewController<CPTPieChartDataSource,CPTPlotSpaceDelegate,CPTPieChartDelegate>
Got a hostView,
#property (strong, nonatomic) IBOutlet CPTGraphHostingView *hostView;
Made a graph, set as, self.hostView.hostedGraph = graph
and made a PieChart, put into the graph, [graph addPlot:self.mainPieChart];
(I set the pieChart with a strong property to let me refer it anytime)
So, here is my first attempt, and fact is, it is responding, (though not in a desirable way)
CPTXYPlotSpace *plotSpace = (CPTXYPlotSpace *) self.hostView.hostedGraph.defaultPlotSpace;
[plotSpace setDelegate:self];
(only works by setting plotSpace delegate to self, not sure why, i guess it's about finding a way to receive user's interaction, anyway, then I overwrite these two functions)
Using this value:
static float deltaAngle;
-(BOOL)plotSpace:(CPTPlotSpace *)space shouldHandlePointingDeviceDownEvent:(UIEvent *)event atPoint:(CGPoint)point
{
float dx = point.x - self.mainPieChart.centerAnchor.x;
float dy = point.y - self.mainPieChart.centerAnchor.y;
deltaAngle = atan2(dy,dx);
return YES;
}
This, in order to save the first touching point
Then sense the dragging do use the difference to make the rotation
( at least I wanted so )
-(BOOL)plotSpace:(CPTPlotSpace *)space shouldHandlePointingDeviceDraggedEvent:(UIEvent *)event atPoint:(CGPoint)point
{
int x = self.mainPieChart.centerAnchor.x;
int y = self.mainPieChart.centerAnchor.y;
float dx = point.x - x;
float dy = point.y - y;
double a = atan2(dx,dy);
float angleDifference = deltaAngle - a;
self.mainPieChart.startAngle = -angleDifference;
return YES;
}
And here is an image about it, though i think I covered most of the details already.
http://postimg.org/image/bey0fosqj/
It is in landscape mode though.
Fact is I think this would be the most appropriate function to call, but somehow I cannot call it out (pretty sure I set self.mainPieChart delegate/ datasource to self already)
-(BOOL)pointingDeviceDraggedEvent:(id)event atPoint:(CGPoint)interactionPoint{
(after further testing)
Interesting, after trying to print out different values, by the shouldHandlePointingDevice function (simply clicking), I think i got some ideas now.
the self.mainPieChart.centerAnchor.x / y values always return 0.5 (both)
However, point x, point y are returning values vary from 1-500+,
it seems more like I am comparing two things, though they are on top of each other, from different perspective.
Likely the PlotSpace set delegate part messed that up.
============================================================
So, as for now I still don't know how to call -(BOOL)pointingDeviceDraggedEvent:(id)event atPoint:(CGPoint)interactionPoint{, I tried to put it into a if loop like
if([self.mainPieChart pointingDeviceDownEvent:event atPoint:self.mainPieChart.centerAnchor] == YES)
under my touched function but nothing happened, never mind.
Back to the point, my current solution works well now, even after applying padding.
float x = (self.hostView.bounds.size.width + self.hostView.hostedGraph.paddingLeft)*self.mainPieChart.centerAnchor.x;
float y = self.hostView.bounds.size.height * self.mainPieChart.centerAnchor.y;
float dx = point.x - x;
float dy = point.y - y;
double a = atan2(dx,dy);
these lines are all same for both press / drag functions, as for drag function,
float angleDifference = deltaAngle - a;
self.mainPieChart.startAngle = angleDifference;
are added before the end
However, the case is slightly different when the Pie Chart is not at the middle, or, in other words, the graph holding the Pie Chart is padded.
( my example somehow is mid centre just to make it easy)
you simply have to mortify the x y float value above, it's easier than I expected.
For example if I have,
graph.paddingLeft = -300.0f;
the value of float x in both press/drag will become
float x = (self.hostView.bounds.size.width + self.hostView.hostedGraph.paddingLeft)*self.mainPieChart.centerAnchor.x;

The pie chart centerAnchor is given as fractions of the width and height. Be sure to multiply the anchor values by the corresponding dimension of the graph before computing dx and dy.

Related

Smooth snake movement

This is language-agnostic question, more about model of my game.
I have a snake game with elements, but I move the elements smoothly, they don't just move 1 block each time, but instead they move some amount of pixels every frame.
I have an update loop that calculates the positions of the element, but I am stuck on correct calculations.
I have heading for each element:
typedef NS_ENUM(int, kElementHeading)
{
kElementHeadingNorth = 1,
kElementHeadingSouth,
kElementHeadingEast,
kElementHeadingWest
};
I also have velocity (x, y) that determines in what direction snake is going. I have problem with snake movement, because my elements are in wrong positions. I managed to localize the thing for 2 elements, but my solution fails on more elements.
First solution I tried is to save point of rotation where the head changes direction. This worked, but due to different circumstances element can move different amount of pixels each turn. Often the element would skip the point. I tried increasing the zone where it should rotate, but it adds up error. I tried fixing this error, but element would still separate from snake (quite often).
On the second try I decided to keep the snake head in center of the screen and move the world around it. It worked good for 2 elements, as I just smoothly move the next element to desired position relatively to head. But this fails badly on more elements. If you make fast turns they start dancing and not following the path.
Third thing that I tried is leaving a path for other elements to follow. But that didn't work because I intend to keep my snake on center of the screen and technically it never moves to create a path.
I'm looking to replicate the movement pattern like in Nimble Quest (or any snake).
How should I implement snake elements moving to have no errors?
Here is my code for the first method, problem with it is that often the elements would fall off. The code is pretty self-explanatory. Rotation points are the places where to change direction.
CFTimeInterval delta = self.lastTime - currentTime;
CGPoint currentPosition = self.playerSnake.head.sprite.position;
CGPoint velocity = self.playerSnake.velocity;
self.playerSnake.head.sprite.position = CGPointMake(currentPosition.x + velocity.x * delta * CONSTANTSPEEDFACTOR , currentPosition.y + velocity.y * delta * CONSTANTSPEEDFACTOR);
for (SnakeElement *element in self.playerSnake.elements) {
CGPoint currentPositionE = element.sprite.position;
CGPoint velocityE = element.velocity;
element.sprite.position = CGPointMake(currentPositionE.x + velocityE.x * delta * CONSTANTSPEEDFACTOR , currentPositionE.y + velocityE.y * delta * CONSTANTSPEEDFACTOR);
}
BOOL markToDelete = NO;
NSDictionary *deleteDictionary;
for (NSDictionary *dict in self.playerSnake.rotationPoints) {
CGPoint positionCoordinate = CGPointFromString(dict[#"position"]);
CGPoint velocityNew = CGPointFromString(dict[#"velocity"]);
double newAngle = [dict[#"angle"] doubleValue];
for (SnakeElement *element in self.playerSnake.elements) {
int xDifference = element.sprite.position.x - positionCoordinate.x;
int yDifference = element.sprite.position.y - positionCoordinate.y;
if ((xDifference > -2 && xDifference < 2) && (yDifference > -2 && yDifference < 2) ) {
element.velocity = velocityNew;
element.sprite.position = CGPointMake(element.sprite.position.x + xDifference, element.sprite.position.y + yDifference);
SKAction *action = [SKAction rotateToAngle:newAngle duration:0.2 shortestUnitArc:YES];
[element.sprite runAction:action];
if ([element isEqual:[self.playerSnake.elements lastObject]]) {
markToDelete = YES;
deleteDictionary = dict;
}
}
}
}
[self.playerSnake.rotationPoints removeObject:deleteDictionary];
If I try increase the catch zone for the turning point, the elements tend to fall off more often then when it is 1 or 2 pixels wide. I'm not sure why this happens.
This is what I was suggesting you do in the comments in terms of handling your turning on points :
1.. calculate the distance that the element should move that frame based on speed and your elapsed time since last frame. (delta)
2.. calculate distance from element's current position to the turn point. This is the beforeDistance I spoke of in the comments
3.. calculate the distance the element should move towards the NEW target turning point AFTER the turn
afterDistance = distanceToMoveThisFrame - beforeDistance
4.. Calculate the new position for your element, starting at the current turning point towards the next target turning point of the element using afterDistance
If you follow this logic, you will NEVER overshoot or undershoot the turning point.

Coreplot iOS - Custom space between graph bars

I want to know if it is possible to have custom spacing between bars after some fixed interval using Coreplot iOS library.
Like in the image below, after each 7 bars an unusual barspace is shown.
And if it is possible can you please guide how can this be achieved ?
CPTBarPlot has the code to manage this.
-(BOOL)barAtRecordIndex:(NSUInteger)idx basePoint:(CGPoint *)basePoint tipPoint:(CGPoint *)tipPoint
Basically gets the bar and sets its basePoint and tipPoint.
At the end, it is using barOffsetLength to offset each bar based on its index.
CGFloat barOffsetLength = [self lengthInView:self.barOffset] * self.barOffsetScale;
For vertical bars, in your case, its offsetting the x coord of base and tip point. These are usually the same. Here you have the choice of adding your own offset.
Simply, here's what you need to do there in the same function:
CGFloat barOffsetLength = [self lengthInView:self.barOffset] * self.barOffsetScale;
if ([self.dataSource hasGapBeforeIndex:idx]) {
offsetGap += [self.dataSource gapValue];
}
// Offset
if ( horizontalBars ) {
basePoint->y += barOffsetLength;
tipPoint->y += barOffsetLength;
}
else {
//HERO
basePoint->x += barOffsetLength + offsetGap;
tipPoint->x += barOffsetLength + offsetGap;
}
Here, you introduce a new variable in CPTBarPlot called offsetGap which gets increments everytime you introduce a gap. (be careful, this needs to be reset to zero when you change the dataset).
Also, in CPTPlotDataSource introduce
- (BOOL) hasGapBeforeIndex:(NSUInteger)index;
- (CGFloat) gapValue;
and implement it in your View Controller. Now you can introduce the gap anywhere.
PS: This obviously is a hack and upsets the axis labels and other things that might also need adjustment, but gives an overview anyway.
I played around with the sample app to achieve this.
You need to modify the positioning in your Core Plot data source method for the x axis
- (NSNumber *) numberForPlot:(CPTPlot *)plot field:(NSUInteger)fieldEnum recordIndex:(NSUInteger)idx
and take into account where you want the spacing to occur. If you still don't get it, please post some code and I'll show you on that.
Logic example :
I want to represent the data for a month, lets say one that has 30 days, but at each 5 days, I want a pause at each 5 days. So instead of returning 30 in
- (NSUInteger)numberOfRecordsForPlot:(CPTPlot *)plot
, you return 34, and at indexes 6, 11, 16, 21 and 26 you return 0 for the method above.
You can extend this if you want not that much space for the 'pauses' and return double the amount of days (60), minus 4 (because for the pauses you return only for one record the value 0) and return for each 2 records the corresponding value in your data source. This can be again extended to your needed multiplier. I hope you got what I mean.
Thanks to #zakishaheen answer I managed to achieve this, but I broke label position and scroll content size 😄. This implementation is hacky thats why I decided not to continue with fixing it, its more just an example.
I created custom CustomOffsetBarPlot class and apply some Objective-C runtime magic.
- (BOOL)superImplementation:(SEL)selector idx:(NSUInteger)idx basePoint:(nonnull CGPoint *)basePoint tipPoint:(nonnull CGPoint *)tipPoint {
Class granny = [self superclass];
BOOL(* grannyImp)(id,SEL,NSUInteger,CGPoint*, CGPoint*) = (BOOL (*)(id,SEL,NSUInteger,CGPoint*, CGPoint*))class_getMethodImplementation(granny, selector);
return grannyImp(self, selector, idx, basePoint, tipPoint);
}
-(BOOL)barAtRecordIndex:(NSUInteger)idx basePoint:(nonnull CGPoint *)basePoint tipPoint:(nonnull CGPoint *)tipPoint {
SEL selector = _cmd;
CGPoint originBasePointStart = *basePoint;
CGPoint originTipPointStart = *tipPoint;
[self superImplementation:selector idx:0 basePoint:&originBasePointStart tipPoint:&originTipPointStart];
BOOL result = [self superImplementation:selector idx:idx basePoint:basePoint tipPoint:tipPoint];
Class granny = [self class];
SEL lengthView = NSSelectorFromString(#"lengthInView:");
CGFloat(* grannyImp)(id,SEL,NSDecimal) = (CGFloat (*)(id,SEL,NSDecimal))class_getMethodImplementation(granny, lengthView);
CGFloat barOffsetLengthOrigin = grannyImp(self, selector, self.barOffset.decimalValue);
NSInteger barOffsetLength = originBasePointStart.x + idx * 18 + idx * 5; // idx * 5 - your offset
basePoint->x = barOffsetLength;
tipPoint->x = barOffsetLength;
return result;
}

CGPointEqualToPoint not working

I am making an app in which I want to have some thing happen If an image moves over another point. such as
first I have an image moving horizontally across the screen,'
self.ball.center = CGPointMake(self.ball.center.x + self.gravity.x / 8.0 * 200.0, 9);
then when it gets to a certain place another image moves down from that spot.
CGPoint a = CGPointMake(9, 9);
if (CGPointEqualToPoint(ball.center,a)) {
balla.hidden = NO;
self.balla.center = CGPointMake(self.balla.center.x , (self.balla.center.y)- (self.gravity.y / 8.0 * 200.0));
}
the first time it works ok but when I put in the next statement to move another image down from another spot nothing happens.
CGPoint b = CGPointMake(86, 9);
if (CGPointEqualToPoint(ball.center,b)) {
ball2a.hidden = NO;
self.ball2a.center = CGPointMake(self.ball2a.center.x , (self.ball2a.center.y)- (self.gravity.y / 8.0 * 200.0));}
Any ideas as to why this isn't working
If you're moving the ball by adding some floating-point value offset, you might be "skipping over" the point b - you may never hit b, but rather appear slightly before it and then slightly after it.
Rather than testing if you're "equal" to the point, you could be better off comparing the distance between the ball and the point and seeing if it is inside some small radius. A simple euclidean distance could work.
CGFloat euclid_dist(CGPoint a, CGPoint b)
{
return sqrt((b.x-a.x)*(b.x-a.x) + (b.y-a.y)*(b.y-a.y));
}
You could then use this to see if you've "hit" the point:
if (euclid_dist(ball.center, b) < 0.1)
{
// React appropriately
}
In general it's problematic to test for equality between floating point numbers.

How to support larger tiles

I've been working on a small platformer and decided to try new collision detection. I followed ray wenderlich's tutorial on how to make an iOS platformer and a couple of questions came up. In the tutorial its set up to support a very specific tile size and I was wondering how to modify it correctly to support a tile size of 80x80. This was the method used to get the tile coordinates and bounding boxes.
- (CGPoint)tileCoordForPosition:(CGPoint)position
{
float x = floor(position.x / map.tileSize.width);
float levelHeightInPixels = map.mapSize.height * map.tileSize.height;
float y = floor((levelHeightInPixels - position.y) / map.tileSize.height);
return ccp(x, y);
}
-(CGRect)tileRectFromTileCoords:(CGPoint)tileCoords
{
float levelHeightInPixels = map.mapSize.height * map.tileSize.height;
CGPoint origin = ccp(tileCoords.x * map.tileSize.width, levelHeightInPixels - ((tileCoords.y + 1) * map.tileSize.height));
return CGRectMake(origin.x, origin.y, map.tileSize.width, map.tileSize.height);
}
Since this code uses the values from the tilemap, if setup correctly in the tilemap you don't need to change the code.
I certainly don't see any magic numbers, which is good. Only fools and wizards use magic numbers. :)

UIImage transform/scaling issues

Finally, I have a reason to ask something, instead of scouring endless hours of the joys of Stack Overflow.
Here's my situation: I have an UIImageView with one UIImage inside it. I'm transforming the entire UIImageView via CGAffineTranforms, to scale it height-wise and keep it at a specific angle.
I'm feeding it this transform data through two CGPoints, so it's essentially just calculating the angle and scale between these two points and transforming.
Now, the transforming is working like a charm, but I recently came across the UIImage method resizableImageWithCapInsets, which works just fine if you set the frame of the image manually (ie. scale using a frame), but it seems that using transforms overrides this, which I guess is sort of to be expected since it's Core Graphics doing it's thing.
My question is, how would I go about either a) adding cap insets after transforming the image or b) doing the angle & scaling via a frame?
Note that the two points providing the data are touch points, so they can differ very much, which is why creating a scaled rectangle at a specific angle is tricky at best.
To keep you code hungry geniuses happy, here's a snippet of the current way I'm handling scaling (only doing cap insets when creating the UIImage):
float xDiff = (PointB.x - PointA.x) / 2;
float yDiff = (PointB.y - PointA.y) / 2;
float angle = [self getRotatingAngle:PointA secondPoint:PointB];
CGPoint pDiff = CGPointMake(PointA.x + xDiff, PointA.y + yDiff);
self.center = pDiff;
// Setup a new transform
// Set it up with a scale and an angle
double distance = sqrt(pow((PointB.x - PointA.x), 2.0) + pow((PointB.y - PointA.y), 2.0));
float scale = 1.0 * (distance / self.image.size.height);
CGAffineTransform transformer = self.transform;
transformer = CGAffineTransformConcat(CGAffineTransformMakeScale(1.0, scale), CGAffineTransformMakeRotation(angle));
// Apply the transformer
self.transform = transformer;
Adding a proper answer to this. The answer to the problem can be found here.

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