iOS drag shape pinned to center - ios

Taking a next step from this post Drag UIView around Shape Comprised of CGMutablePaths , I am trying to add a line which is on one end pinned to the center of the pathLayer_ and the other end gets dragged along with the circular object (circleLayer in handleView_) on the path (figure-8).
The line has its own layer andview and path initiated in (void)initHandleView.
First: I am not able to get the line to go through the center of the pathLayer_:
- (void)viewDidLoad {
[super viewDidLoad];
[self initPathLayer];
[self initHandleView];
[self initHandlePanGestureRecognizer];
}
- (void)initPathLayer {
pathLayer_ = [CAShapeLayer layer];
pathLayer_.lineWidth = 1;
pathLayer_.fillColor = nil;
pathLayer_.strokeColor = [UIColor lightGrayColor].CGColor;
pathLayer_.lineCap = kCALineCapButt;
pathLayer_.lineJoin = kCALineJoinRound;
pathLayer_.frame = self.view.bounds;
pathLayerCenter_ = CGPointMake(CGRectGetMidX(pathLayer_.frame), CGRectGetMidY(pathLayer_.frame));
[self.view.layer addSublayer:pathLayer_];
}
- (void)initHandleView {
handlePathPointIndex_ = 0;
CGRect rect = CGRectMake(0, 0, 30, 30);
CAShapeLayer *circleLayer = [CAShapeLayer layer];
circleLayer.fillColor = [UIColor redColor].CGColor;
circleLayer.strokeColor = [UIColor redColor].CGColor;
circleLayer.lineWidth = 2;
UIBezierPath *circlePath = [UIBezierPath bezierPathWithOvalInRect:CGRectInset(rect, circleLayer.lineWidth, circleLayer.lineWidth)];
circleLayer.frame = rect;
circleLayer.path = circlePath.CGPath;
handleView_ = [[UIView alloc] initWithFrame:rect];
CGRect lineRect = CGRectMake(0,0,CGRectGetMaxX([[UIScreen mainScreen] bounds]), CGRectGetMaxY([[UIScreen mainScreen] bounds]));
CGPoint center = CGPointMake(CGRectGetMidX(pathLayer_.frame), CGRectGetMidY(pathLayer_.frame));
lineView_ = [[UIView alloc] initWithFrame:lineRect];
CAShapeLayer *lineLayer = [CAShapeLayer layer];
lineLayer.fillColor = [UIColor blueColor].CGColor;
lineLayer.strokeColor = [UIColor blueColor].CGColor;
lineLayer.lineWidth = 2;
lineLayer.frame = self.view.bounds;
UIBezierPath *linePath = [UIBezierPath bezierPath];
CGPoint circlePoint = CGPointMake(handleView_.center.x, handleView_.center.y);
[linePath moveToPoint:center]; //Center
[linePath addLineToPoint:circlePoint];
[linePath moveToPoint:circlePoint]; //Handle
lineLayer.path = linePath.CGPath;
[handleView_.layer insertSublayer:circleLayer above:handleView_.layer];
[handleView_.layer insertSublayer:lineLayer above:handleView_.layer];
// handleView_.layer.masksToBounds = YES;
float direction = DEGREES_TO_RADIANS(10);
CGAffineTransform rotationTransform = CGAffineTransformMakeRotation(direction);
[handleView_ setTransform:rotationTransform];
[self.view addSubview:lineView_];
[self.view addSubview:handleView_];
}
And second: I am not sure I do the right thing with the PanGesturerecognizer:
- (void)handleWasPanned:(UIPanGestureRecognizer *)recognizer {
switch (recognizer.state) {
case UIGestureRecognizerStateBegan: {
desiredHandleCenter_ = handleView_.center;
break;
}
case UIGestureRecognizerStateChanged:
case UIGestureRecognizerStateEnded:
case UIGestureRecognizerStateCancelled: {
CGPoint translation = [recognizer translationInView:self.view];
desiredHandleCenter_.x += translation.x;
desiredHandleCenter_.y += translation.y;
[self moveHandleTowardPointAndRotateLine:desiredHandleCenter_];
break;
}
default:
break;
}
[recognizer setTranslation:CGPointZero inView:self.view];
}
- (void)moveHandleTowardPointAndRotateLine:(CGPoint)point {
CGFloat earlierDistance = [self distanceToPoint:point ifHandleMovesByOffset:-1];
CGFloat currentDistance = [self distanceToPoint:point ifHandleMovesByOffset:0];
CGFloat laterDistance = [self distanceToPoint:point ifHandleMovesByOffset:1];
if (currentDistance <= earlierDistance && currentDistance <= laterDistance)
return;
NSInteger step;
CGFloat distance;
if (earlierDistance < laterDistance) {
step = -1;
distance = earlierDistance;
} else {
step = 1;
distance = laterDistance;
}
NSInteger offset = step;
while (true) {
NSInteger nextOffset = offset + step;
CGFloat nextDistance = [self distanceToPoint:point ifHandleMovesByOffset:nextOffset];
if (nextDistance >= distance)
break;
distance = nextDistance;
offset = nextOffset;
}
handlePathPointIndex_ += offset;
// Make one end of the line move with handle (point) while the other is pinned to center of pathLayer_ (ie. in figure8 its the cross point, in a circle it's center)
//CGFloat rot = [self getTouchAngle:point];
CGFloat rot = atan2f((point.x - pathLayerCenter_.x), -(point.y - pathLayerCenter_.y));
handleView_.layer.transform = CATransform3DMakeRotation(rot, 0., 0., 1.);
[self layoutHandleView];
}

I'm just going to ignore your code and tell you how I'd modify my original answer to add the line you want.
First, I'm going to use a dedicated shape layer for the line, so I'll add an instance variable to reference the line layer:
#implementation ViewController {
CAShapeLayer *lineLayer_; // NEW!!!
UIBezierPath *path_;
CAShapeLayer *pathLayer_;
etc.
I need to initialize the line layer when I load the view:
- (void)viewDidLoad {
[super viewDidLoad];
[self initPathLayer];
[self initHandleView];
[self initHandlePanGestureRecognizer];
[self initLineLayer]; // NEW!!!
}
- (void)initLineLayer {
lineLayer_ = [CAShapeLayer layer];
lineLayer_.lineWidth = 1;
lineLayer_.fillColor = nil;
lineLayer_.strokeColor = [UIColor redColor].CGColor;
lineLayer_.lineCap = kCALineCapRound;
lineLayer_.lineJoin = kCALineJoinRound;
[self.view.layer addSublayer:lineLayer_];
}
I need to lay out the line layer when I lay out my top-level view (when it's first shown and on rotations):
- (void)viewDidLayoutSubviews {
[super viewDidLayoutSubviews];
[self createPath];
[self createPathPoints];
[self layoutPathLayer];
[self layoutHandleView];
[self layoutLineLayer]; // NEW!!!
}
- (void)layoutLineLayer {
lineLayer_.frame = self.view.bounds;
CGRect bounds = self.view.bounds;
CGPoint start = CGPointMake(CGRectGetMidX(bounds), CGRectGetMidY(bounds));
CGPoint end = pathPoints_[handlePathPointIndex_];
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:start];
[path addLineToPoint:end];
lineLayer_.path = path.CGPath;
}
Finally, I need to lay out the line layer again (to update its path) whenever I update the handle:
- (void)moveHandleTowardPoint:(CGPoint)point {
// I have omitted most of this method body for brevity.
// Just copy it from the original answer.
...
...
handlePathPointIndex_ += offset;
[self layoutHandleView];
[self layoutLineLayer]; // NEW!!!
}
Result:

Related

Zoom UIView inside UIScrollView with drawing

I have a scroll view (gray) with a zooming view inside (orange). The problem is if I zoom this view the red shape drawn on it gets zoomed too including lines width and blue squares size. What I want is to keep constant lines width and blue squares size (like on first picture) scaling just the area of the shape itself according to zoom level (drawn text is just for reference, I don't care about its size)
before zoom
after zoom
view controller
#import "ViewController.h"
#import "ZoomingView.h"
#interface ViewController ()
#property (strong, nonatomic) IBOutlet UIScrollView *scrollView;
#end
#implementation ViewController
{
ZoomingView *_zoomingView;
}
- (void)viewDidLayoutSubviews
{
[self setup];
}
- (void)setup
{
CGFloat kViewSize = self.scrollView.frame.size.width - 40;
self.scrollView.minimumZoomScale = 1;
self.scrollView.maximumZoomScale = 10;
self.scrollView.delegate = self;
self.scrollView.contentSize = self.scrollView.bounds.size;
_zoomingView = [[ZoomingView alloc] initWithFrame:
CGRectMake((self.scrollView.frame.size.width - kViewSize) / 2,
(self.scrollView.frame.size.height - kViewSize) / 2,
kViewSize,
kViewSize)];
[self.scrollView addSubview:_zoomingView];
}
#pragma mark - UIScrollViewDelegate
- (UIView*)viewForZoomingInScrollView:(UIScrollView *)scrollView
{
return _zoomingView;
}
- (void)scrollViewDidZoom:(UIScrollView *)scrollView
{
// zooming view position fix
UIView *zoomView = [scrollView.delegate viewForZoomingInScrollView:scrollView];
CGRect zvf = zoomView.frame;
if (zvf.size.width < scrollView.bounds.size.width) {
zvf.origin.x = (scrollView.bounds.size.width - zvf.size.width) / 2.0f;
} else {
zvf.origin.x = 0.0;
}
if (zvf.size.height < scrollView.bounds.size.height) {
zvf.origin.y = (scrollView.bounds.size.height - zvf.size.height) / 2.0f;
} else {
zvf.origin.y = 0.0;
}
zoomView.frame = zvf;
[_zoomingView updateWithZoomScale:scrollView.zoomScale];
}
#end
zooming view
#import "ZoomingView.h"
#implementation ZoomingView
{
CGFloat _zoomScale;
}
- (instancetype)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
[self setup];
}
return self;
}
- (void)setup
{
self.backgroundColor = [UIColor orangeColor];
_zoomScale = 1;
}
- (void)drawRect:(CGRect)rect
{
const CGFloat kPointSize = 10;
NSArray *points = #[[NSValue valueWithCGPoint:CGPointMake(30, 30)],
[NSValue valueWithCGPoint:CGPointMake(200, 40)],
[NSValue valueWithCGPoint:CGPointMake(180, 200)],
[NSValue valueWithCGPoint:CGPointMake(70, 180)]];
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context, 1);
// points
[[UIColor blueColor] setStroke];
for (NSValue *value in points) {
CGPoint point = [value CGPointValue];
CGContextStrokeRect(context, CGRectMake(point.x - kPointSize / 2,
point.y - kPointSize / 2,
kPointSize,
kPointSize));
}
// lines
[[UIColor redColor] setStroke];
for (NSUInteger i = 0; i < points.count; i++) {
CGPoint point = [points[i] CGPointValue];
if (i == 0) {
CGContextMoveToPoint(context, point.x, point.y);
} else {
CGContextAddLineToPoint(context, point.x, point.y);
}
}
CGContextClosePath(context);
CGContextStrokePath(context);
// text
NSAttributedString *str = [[NSAttributedString alloc] initWithString:[NSString stringWithFormat:#"%f", _zoomScale] attributes:#{NSFontAttributeName : [UIFont systemFontOfSize:12]}];
[str drawAtPoint:CGPointMake(5, 5)];
}
- (void)updateWithZoomScale:(CGFloat)zoomScale
{
_zoomScale = zoomScale;
[self setNeedsDisplay];
}
#end
EDIT
Based on proposed solution (which works for sure) I was interested if I could make it work using my drawRect routine and Core Graphics methods.
So I changed my code this way, applying proposed scaling and contentsScale approach from this answer. As a result, without contentsScale drawing looks very blurry and with it much better, but a light blurriness persists anyway.
So the approach with layers gives the best result, although I don't get why.
- (void)drawRect:(CGRect)rect
{
const CGFloat kPointSize = 10;
NSArray *points = #[[NSValue valueWithCGPoint:CGPointMake(30, 30)],
[NSValue valueWithCGPoint:CGPointMake(200, 40)],
[NSValue valueWithCGPoint:CGPointMake(180, 200)],
[NSValue valueWithCGPoint:CGPointMake(70, 180)]];
CGFloat scaledPointSize = kPointSize * (1.0 / _zoomScale);
CGFloat lineWidth = 1.0 / _zoomScale;
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context, lineWidth);
// points
[[UIColor blueColor] setStroke];
for (NSValue *value in points) {
CGPoint point = [value CGPointValue];
CGContextStrokeRect(context, CGRectMake(point.x - scaledPointSize / 2,
point.y - scaledPointSize / 2,
scaledPointSize,
scaledPointSize));
}
// lines
[[UIColor redColor] setStroke];
for (NSUInteger i = 0; i < points.count; i++) {
CGPoint point = [points[i] CGPointValue];
if (i == 0) {
CGContextMoveToPoint(context, point.x, point.y);
} else {
CGContextAddLineToPoint(context, point.x, point.y);
}
}
CGContextClosePath(context);
CGContextStrokePath(context);
// text
NSAttributedString *str = [[NSAttributedString alloc] initWithString:[NSString stringWithFormat:#"%f", _zoomScale] attributes:#{NSFontAttributeName : [UIFont systemFontOfSize:12]}];
[str drawAtPoint:CGPointMake(5, 5)];
}
- (void)updateWithZoomScale:(CGFloat)zoomScale
{
_zoomScale = zoomScale;
[self setNeedsDisplay];
[CATransaction begin];
[CATransaction setValue:[NSNumber numberWithBool:YES]
forKey:kCATransactionDisableActions];
self.layer.contentsScale = zoomScale;
[CATransaction commit];
}
You may be better off putting your boxes and line-shape on CAShapeLayers, where you can update the line-width based on the zoom scale.
You only need to create and define your line-shape once. For your boxes, though, you'll need to re-create the path when you change the zoom (to keep the width/height of the boxes at a constant non-zoomed point size.
Give this a try. You should be able to simply replace your current ZoomingView.m class - no changes to the view controller necessary.
//
// ZoomingView.m
//
// modified by Don Mag
//
#import "ZoomingView.h"
#interface ZoomingView()
#property (strong, nonatomic) CAShapeLayer *shapeLayer;
#property (strong, nonatomic) CAShapeLayer *boxesLayer;
#property (strong, nonatomic) NSArray *points;
#end
#implementation ZoomingView
{
CGFloat _zoomScale;
CGFloat _kPointSize;
}
- (instancetype)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
[self setup];
}
return self;
}
- (void)setup
{
self.backgroundColor = [UIColor orangeColor];
_points = #[[NSValue valueWithCGPoint:CGPointMake(30, 30)],
[NSValue valueWithCGPoint:CGPointMake(200, 40)],
[NSValue valueWithCGPoint:CGPointMake(180, 200)],
[NSValue valueWithCGPoint:CGPointMake(70, 180)]];
_zoomScale = 1;
_kPointSize = 10.0;
// create and setup boxes layer
_boxesLayer = [CAShapeLayer new];
[self.layer addSublayer:_boxesLayer];
_boxesLayer.strokeColor = [UIColor redColor].CGColor;
_boxesLayer.fillColor = [UIColor clearColor].CGColor;
_boxesLayer.lineWidth = 1.0;
_boxesLayer.frame = self.bounds;
// create and setup shape layer
_shapeLayer = [CAShapeLayer new];
[self.layer addSublayer:_shapeLayer];
_shapeLayer.strokeColor = [UIColor greenColor].CGColor;
_shapeLayer.fillColor = [UIColor clearColor].CGColor;
_shapeLayer.lineWidth = 1.0;
_shapeLayer.frame = self.bounds;
// new path for shape
UIBezierPath *thePath = [UIBezierPath new];
for (NSValue *value in _points) {
CGPoint point = [value CGPointValue];
if ([value isEqualToValue:_points.firstObject]) {
[thePath moveToPoint:point];
} else {
[thePath addLineToPoint:point];
}
}
[thePath closePath];
[_shapeLayer setPath:thePath.CGPath];
// trigger the boxes update
[self updateWithZoomScale:_zoomScale];
}
- (void)drawRect:(CGRect)rect
{
// text
NSAttributedString *str = [[NSAttributedString alloc] initWithString:[NSString stringWithFormat:#"%f", _zoomScale] attributes:#{NSFontAttributeName : [UIFont systemFontOfSize:12]}];
[str drawAtPoint:CGPointMake(5, 5)];
}
- (void)updateWithZoomScale:(CGFloat)zoomScale
{
_zoomScale = zoomScale;
CGFloat scaledPointSize = _kPointSize * (1.0 / zoomScale);
// create a path for the boxes
// needs to be done here, because the width/height of the boxes
// must change with the scale
UIBezierPath *thePath = [UIBezierPath new];
for (NSValue *value in _points) {
CGPoint point = [value CGPointValue];
CGRect r = CGRectMake(point.x - scaledPointSize / 2.0,
point.y - scaledPointSize / 2.0,
scaledPointSize,
scaledPointSize);
[thePath appendPath:[UIBezierPath bezierPathWithRect:r]];
}
[_boxesLayer setPath:thePath.CGPath];
_boxesLayer.lineWidth = 1.0 / zoomScale;
_shapeLayer.lineWidth = 1.0 / zoomScale;
[self setNeedsDisplay];
}
#end
Results:
Note: Should go without saying, but... This is intended to be a starting point for you to work with, not "production code."

CAKeyframeAnimation animation starts without the first frame(path)

I want to animate the mask with different bezier shapes. My animation starts but I cannot see the first path. The code is below:
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view.
_shapeLayer = [CAShapeLayer layer];
[self drawParentLayer];
}
- (void)drawParentLayer {
_shapeLayer.frame = CGRectMake(0, 0, 350, 500);
_shapeLayer.lineWidth = 3;
_shapeLayer.strokeColor = [UIColor blackColor].CGColor;
_shapeLayer.fillColor = UIColor.whiteColor.CGColor;
_shapeLayer.path = [UIBezierPath bezierPathWithRect:_shapeLayer.bounds].CGPath;
_shapeLayer.masksToBounds = NO;
[self.view.layer addSublayer:_shapeLayer];
}
Then I create my mask layer but in the location of touch.
How to get touch point:
- (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInView:self.view];
CGPoint locationInLayer = CGPointMake(location.x - _shapeLayer.frame.origin.x, location.y - _shapeLayer.frame.origin.y);
_shapeLayer.fillColor = UIColor.yellowColor.CGColor;
[self createBezierLayerInPoint:locationInLayer];
}
Bezier layer in point of touch:
- (void)createBezierLayerInPoint:(CGPoint)point {
CAShapeLayer *layer = [CAShapeLayer layer];
layer.fillColor = UIColor.whiteColor.CGColor;
layer.shadowColor = [[UIColor whiteColor] CGColor];
layer.shadowOffset = CGSizeMake(0.0, 0.0);
layer.shadowOpacity = 0.8;
layer.shadowRadius = 20.0;
layer.lineWidth = 0;
UIBezierPath *bezier = [BezierObject createBezierObject1];
layer.bounds = bezier.bounds;
layer.path = bezier.CGPath;
layer.position = point;
// my bezier objects are big so I decided to scale
layer.transform = CATransform3DMakeScale(0.2, 0.2, 1);
_shapeLayer.mask = layer;
[self animate:layer];
}
The pictures from bezier1 to bezier3 are next:
Animation of mask(bezier) layer:
- (void)animate:(CAShapeLayer *)layer {
CAKeyframeAnimation *frameA = [CAKeyframeAnimation animation];
[frameA setKeyPath:#"path"];
frameA.values = #[(id)[BezierObject createBezierObject1].CGPath, (id)[BezierObject createBezierObject2].CGPath, (id)[BezierObject createBezierObject3].CGPath];
frameA.keyTimes = #[#0, #(1/3), #1];
frameA.additive = YES;
frameA.removedOnCompletion = NO;
frameA.fillMode = kCAFillModeForwards;
frameA.duration = 3;
[layer addAnimation:frameA forKey:#"path"];
}
As I mentioned before animation starts from the object2. So, maybe it's just simple mistake but I can't see it.
Thank you!
The problem is the second value in your keyTimes array. Since nominator and denominator are integers, the result is zero. You should force a floating point division like this:
frameA.keyTimes = #[#0.0, #(1.0/3.0), #1.0];

How to change the height of rectangle continously in ios app

I have code to draw the rectangle as
- (void)drawRect:(CGRect)frame {
UIBezierPath* rectanglePath = [UIBezierPath
bezierPathWithRect:CGRectMake(67, 50, 2, _height)];
[UIColor.grayColor setFill];
[rectanglePath fill];
}
where the _height value will change continuously on click
i have a code like this
- (void)initialize {
self.userInteractionEnabled = YES;
_displayLink = [CADisplayLink displayLinkWithTarget:self
selector:#selector(redrawView:)];
[_displayLink addToRunLoop:[NSRunLoop mainRunLoop]forMode:NSDefaultRunLoopMode];
NSMutableArray *array = [[NSMutableArray alloc]init];
[array addObjectsFromArray:#[#“10”,#“20”,#“30”,#“40”]];
}
- (void)dealloc {
[_displayLink invalidate];
[_displayLink removeFromRunLoop:[NSRunLoop mainRunLoop] forMode:NSDefaultRunLoopMode];
_displayLink = nil;
}
- (void)setInteractionState:(InteractionState)interactionState {
if (_interactionState == Idle && interactionState != Idle) {
_displayLink.paused = NO;
}
_interactionState = interactionState;
}
- (void)redrawView:(CADisplayLink *)displayLink {
if (_interactionState == start) {
_height = [array firstObject];
[array removeObjectAtIndex:0];
[array addObject:_height];
}
}
how to change the height whenever the interaction state is playing?
Try to do this through Core Animation:
CAShapeLayer *shapeLayer = [CAShapeLayer layer];
shapeLayer.path = [UIBezierPath bezierPathWithRoundedRect:CGRectMake(67, 50, 2, _height) cornerRadius:0.0];
shapeLayer.strokeColor = [[UIColor blueColor] CGColor];
shapeLayer.lineWidth = 3.0;
shapeLayer.fillColor = [[UIColor clearColor] CGColor];
[self.view.layer addSublayer:shapeLayer];
UIBezierPath *newPath = [UIBezierPath bezierPathWithRoundedRect:CGRectMake(67, 50, 2, _height) cornerRadius:0.0];
CABasicAnimation* pathAnim = [CABasicAnimation animationWithKeyPath:#"path"];
pathAnim.fromValue = (id)self.shapeLayer.path;
pathAnim.toValue = (id)newPath.CGPath;
pathAnim.duration = 2.0f;
[self.circle addAnimation:pathAnim forKey:#"redraw"];
self.shapeLayer.path = newPath.CGPath;
There are two methods in UIView class to redraw the view
- (void)setNeedsDisplay; to redraw the entire view
- (void)setNeedsDisplayInRect:(CGRect)rect; to redraw the given area
For example
- (void)changeHeightTo:(CGFloat)height {
_height = height;
[self setNeedsDisplay]; //this method will notify the system
//to call `drawRect` in next drawing cycle
}

How to draw arc through 3 points

How to draw an arc as shown in the image as suppose i have a UIView as the middle point of the line which is movable.
i had store line's start point in CGPoint name lineStartPoint and end point as lineEndPoint.
the moving object can be accessed through CGPoint named movingPoint.
Thanks in advance for help.
Here is an example how to calculate the required parameters for the bezierPathWithArcCenter:radius:startAngle:endAngle:clockwise: method.
- (void)viewDidLoad {
[super viewDidLoad];
// for example
CGPoint lineStartPoint = {100,100};
CGPoint lineEndPoint = {100,200};
CGPoint movingPoint = {30,150};
CGFloat eps = 1e-5;
CGVector v1 = {movingPoint.x-lineEndPoint.x, movingPoint.y-lineEndPoint.y};
CGFloat dist1 = sqrt(v1.dx*v1.dx + v1.dy*v1.dy);
v1.dx = v1.dx/dist1;
v1.dy = v1.dy/dist1;
CGVector v2 = {movingPoint.x-lineStartPoint.x, movingPoint.y-lineStartPoint.y};
CGFloat dist2 = sqrt(v2.dx*v2.dx + v2.dy*v2.dy);
v2.dx = v2.dx/dist2;
v2.dy = v2.dy/dist2;
CGFloat det = v1.dx*v2.dy - v1.dy*v2.dx;
if (fabs(det) < eps) {
// the three points are collinear
// TODO: draw a line from lineStartPoint to lineEndPoint
return;
}
CGPoint mid1 = {(movingPoint.x+lineEndPoint.x)/2, (movingPoint.y+lineEndPoint.y)/2};
CGPoint mid2 = {(movingPoint.x+lineStartPoint.x)/2, (movingPoint.y+lineStartPoint.y)/2};
CGFloat b1 = v1.dx*mid1.x + v1.dy*mid1.y;
CGFloat b2 = v2.dx*mid2.x + v2.dy*mid2.y;
CGFloat centerX = v2.dy/det*b1 - v1.dy/det*b2;
CGFloat centerY = -v2.dx/det*b1 + v1.dx/det*b2;
CGPoint center = {centerX, centerY};
CGFloat radius = sqrtf((movingPoint.x-center.x)*(movingPoint.x-center.x) + (movingPoint.y-center.y)*(movingPoint.y-center.y));
CGFloat startAngle = atan2f(lineStartPoint.y-center.y, lineStartPoint.x-center.x);
CGFloat movingAngle = atan2f(movingPoint.y-center.y, movingPoint.x-center.x);
CGFloat endAngle = atan2f(lineEndPoint.y-center.y, lineEndPoint.x-center.x);
BOOL isClockwise;
if ((endAngle>startAngle && startAngle<movingAngle && movingAngle<endAngle) ||
(endAngle<startAngle && !(endAngle<movingAngle && movingAngle<startAngle))) {
isClockwise = YES;
} else {
isClockwise = NO;
}
//Show results
CAShapeLayer* startPointLayer = [[CAShapeLayer alloc] init];
startPointLayer.path = [UIBezierPath bezierPathWithArcCenter:lineStartPoint radius:2 startAngle:0 endAngle:2*M_PI clockwise:YES].CGPath;
[self.view.layer addSublayer:startPointLayer];
CAShapeLayer* endPointLayer = [[CAShapeLayer alloc] init];
endPointLayer.path = [UIBezierPath bezierPathWithArcCenter:lineEndPoint radius:2 startAngle:0 endAngle:2*M_PI clockwise:YES].CGPath;
[self.view.layer addSublayer:endPointLayer];
CAShapeLayer* movingPointLayer = [[CAShapeLayer alloc] init];
movingPointLayer.path = [UIBezierPath bezierPathWithArcCenter:movingPoint radius:2 startAngle:0 endAngle:2*M_PI clockwise:YES].CGPath;
[self.view.layer addSublayer:movingPointLayer];
CAShapeLayer* arcLayer = [[CAShapeLayer alloc] init];
[arcLayer setFillColor:[UIColor clearColor].CGColor];
[arcLayer setStrokeColor:[UIColor blueColor].CGColor];
arcLayer.path = [UIBezierPath bezierPathWithArcCenter:center radius:radius startAngle:startAngle endAngle:endAngle clockwise:isClockwise].CGPath;
[self.view.layer addSublayer:arcLayer];
}

Dynamic drawing performane in iOS7 with Core Graphic

I need some advices about drawing in iOS and more specifically about performance drawing. I read a lot of articles about the drawing in iOS7 but I didn't succeed to obtain the correct result.
I have dots than I need to link them in the correct order.
Thanks to my Dot & Elastic classes, I succeed to have this render. I'm very satisfied :
http://d.pr/v/nYzH
This dots represents a card and I need to use a timeline to navigate between each card.
I use iCarousel library for realize this objective. I work like a UITableView except we manage view. Views can be reused etc...
But the problem start there. This is the result :
http://d.pr/v/y7dq
First problem : dots have low resolution.
Second real problem : I got some lags..
You can follow here my files used for draw dot & elastic.
Dot.m file
#interface Dot () {
CAShapeLayer *_foreground;
CAShapeLayer *_background;
UIBezierPath *_path;
}
#end
#implementation Dot
- (id)initWithPoint:(CGPoint)point andRadius:(CGFloat)radius
{
self = [super init];
if (self) {
self.frame = CGRectMake(point.x, point.y, (radius + 10) * 2, (radius + 10) * 2);
self.radius = radius;
self.color = [UIColor colorWithHexString:#"#FFFFFF"];
[self setPosition:point];
[self setupPath];
_background = [CAShapeLayer layer];
[_background setFrame:CGRectMake(0, 0, self.width, self.height)];
[_background setPath:_path.CGPath];
[self.layer addSublayer:_background];
[self drawStrokedDotToLayer:_background];
_foreground = [CAShapeLayer layer];
[_foreground setFrame:CGRectMake(0, 0, self.width, self.height)];
[_foreground setPath:_path.CGPath];
[self.layer addSublayer:_foreground];
[self drawPlainDotToLayer:_foreground];
[self setBackgroundColor:[UIColor clearColor]];
self.state = DotStateHidden;
}
return self;
}
- (void)setupPath
{
_path = [UIBezierPath bezierPath];
[_path addArcWithCenter:CGPointMake(self.width*.5f, self.height*.5f) radius:self.radius startAngle:0 endAngle:M_PI * 2 clockwise:NO];
}
#pragma mark - Setters
- (void)setPosition:(CGPoint)position
{
self.x = position.x - self.width*.5f;
self.y = position.y - self.width*.5f;
}
- (CGPoint)position
{
return CGPointMake(self.x + self.width*.5f, self.y + self.height*.5f);
}
- (void)setState:(DotState)state
{
_state = state;
CAKeyframeAnimation *foregroundAnim = nil;
CAKeyframeAnimation *backgroundAnim = nil;
switch (_state) {
case DotStateFeedback:
{
self.color = [UIColor colorWithHexString:#"#FFFFFF"];
[self drawFeedback:_foreground];
[self removeGlow:_foreground];
foregroundAnim = [self animation:ScaleIn function:ExponentialEaseOut duration:1.f];
break;
}
case DotStateVisible:
{
self.color = [UIColor colorWithHexString:#"#FFFFFF"];
[self drawPlainDotToLayer:_foreground];
[self drawGlow:_foreground];
[self drawStrokedDotToLayer:_background];
foregroundAnim = [self animation:ScaleIn function:ExponentialEaseOut duration:.2f];
break;
}
case DotStateNext:
{
self.color = [UIColor colorWithHexString:#"#FFFFFF"];
[self drawStrokedDotToLayer:_background];
foregroundAnim = [self animation:ScaleOut function:ExponentialEaseOut duration:.16f];
backgroundAnim = [self animation:ScaleIn function:ExponentialEaseOut duration:.25f];
[foregroundAnim setBeginTime:CACurrentMediaTime() + .04f];
break;
}
case DotStateHidden:
default:
{
self.color = [UIColor colorWithHexString:#"#333333"];
[self drawPlainDotToLayer:_foreground];
[self removeGlow:_foreground];
foregroundAnim = [self animation:ScaleIn function:ExponentialEaseOut duration:.5f];
backgroundAnim = [self animation:ScaleOut function:ExponentialEaseOut duration:.25f];
break;
}
}
if (foregroundAnim) [_foreground addAnimation:foregroundAnim forKey:nil];
if (backgroundAnim) [_background addAnimation:backgroundAnim forKey:nil];
}
#pragma mark - Drawing
- (void)drawStrokedDotToLayer:(CAShapeLayer *)layer
{
[layer setLineWidth:2.f];
[layer setStrokeColor:self.color.CGColor];
[layer setFillColor:[UIColor colorWithHexString:#"#1F1F1F"].CGColor];
}
- (void)drawPlainDotToLayer:(CAShapeLayer *)layer
{
[layer setLineWidth:2.f];
[layer setStrokeColor:[UIColor clearColor].CGColor];
[layer setFillColor:self.color.CGColor];
}
- (void)drawFeedback:(CAShapeLayer *)layer
{
[layer setLineWidth:2.f];
[layer setStrokeColor:[UIColor clearColor].CGColor];
[layer setFillColor:[UIColor colorWithHex:0xFFFFFF andAlpha:.025f].CGColor];
}
- (void)drawGlow:(CAShapeLayer *)layer
{
[layer setShadowRadius:8];
[layer setShadowOpacity:1.f];
[layer setShadowOffset:CGSizeMake(0, 0)];
[layer setShadowColor:[UIColor whiteColor].CGColor];
[layer didChangeValueForKey:#"path"];
}
- (void)removeGlow:(CAShapeLayer *)layer
{
[layer setShadowRadius:0];
[layer setShadowOpacity:0.f];
[layer setShadowOffset:CGSizeMake(0, 0)];
[layer setShadowColor:[UIColor clearColor].CGColor];
[layer didChangeValueForKey:#"path"];
}
- (CAKeyframeAnimation *)animation:(NSInteger)name function:(AHEasingFunction)function duration:(CGFloat)duration
{
CAKeyframeAnimation *animation;
switch (name) {
case ScaleIn:
{
animation = [CAKeyframeAnimation animationWithKeyPath:#"transform.scale" function:function fromValue:0.f toValue:1.f];
break;
}
case ScaleInFeedback:
{
animation = [CAKeyframeAnimation animationWithKeyPath:#"transform.scale" function:function fromValue:0.f toValue:3.f];
break;
}
case ScaleOut:
{
animation = [CAKeyframeAnimation animationWithKeyPath:#"transform.scale" function:function fromValue:1.f toValue:0.f];
break;
}
default:
{
animation = [CAKeyframeAnimation animationWithKeyPath:#"opacity" function:function fromValue:0.f toValue:1.f];
break;
}
}
animation.duration = duration;
animation.fillMode = kCAFillModeForwards;
animation.removedOnCompletion = NO;
return animation;
}
#end
Elastic.m
#interface Elastic () {
UIBezierPath *_path;
UIImage *_image;
}
#end
#implementation Elastic
- (id)initWithDotOne:(Dot *)aDotOne DotTwo:(Dot *)aDotTwo
{
self = [super initWithFrame:[UIScreen mainScreen].bounds];
if (self) {
self.dotOne = aDotOne;
self.dotTwo = aDotTwo;
self.displayDots = NO;
self.feedBack = NO;
self.curveRadius = 4;
[self setBackgroundColor:[UIColor clearColor]];
_path = [UIBezierPath bezierPath];
[self updatePath];
}
return self;
}
- (void)setDisplayDots:(BOOL)displayDots
{
_displayDots = displayDots;
if (_displayDots) {
[self addSubview:self.dotTwo];
} else {
[self.dotTwo removeFromSuperview];
}
}
- (void)drawRect:(CGRect)rect
{
[_image drawInRect:rect];
}
- (void)updatePath
{
// Initialize variables
CGFloat dist = distance(self.dotOne.position, self.dotTwo.position);
CGFloat angle = angleBetweenPoints(self.dotOne.position, self.dotTwo.position) + M_PI * 1.5;
// Points
CGPoint ptA = CGPointMake(
self.dotOne.position.x + cosf(angle) * (self.dotOne.radius - self.curveRadius),
self.dotOne.position.y + sinf(angle) * (self.dotOne.radius - self.curveRadius)
);
CGPoint ptB = CGPointMake(
self.dotOne.position.x + cosf(angle + M_PI) * (self.dotOne.radius - self.curveRadius),
self.dotOne.position.y + sinf(angle + M_PI) * (self.dotOne.radius - self.curveRadius)
);
CGPoint ptC = CGPointMake(
self.dotTwo.position.x + cosf(angle) * (self.dotTwo.radius - self.curveRadius),
self.dotTwo.position.y + sinf(angle) * (self.dotTwo.radius - self.curveRadius)
);
CGPoint ptD = CGPointMake(
self.dotTwo.position.x + cosf(angle + M_PI) * (self.dotTwo.radius - self.curveRadius),
self.dotTwo.position.y + sinf(angle + M_PI) * (self.dotTwo.radius - self.curveRadius)
);
// Bezier
CGFloat mapA = angle + M_PI_2 + map(dist, 150, 350, 0.0001, 0.0005);
CGFloat mapB = angle + M_PI_2 - map(dist, 150, 350, 0.0001, 0.0005);
CGPoint bzA = CGPointMake(self.dotOne.position.x + cosf(mapA) * dist*.5f, self.dotOne.position.y + sinf(mapA) * dist*.5f);
CGPoint bzB = CGPointMake(self.dotOne.position.x + cosf(mapB) * dist*.5f, self.dotOne.position.y + sinf(mapB) * dist*.5f);
// Start drawing path
[_path moveToPoint:ptA];
[_path addQuadCurveToPoint:ptC controlPoint:bzA];
[_path addLineToPoint:ptD];
[_path addQuadCurveToPoint:ptB controlPoint:bzB];
[self drawBitmap];
[self setNeedsDisplay];
}
- (void)drawBitmap
{
_image = nil;
UIGraphicsBeginImageContextWithOptions(self.bounds.size, NO, 0.0);
[_image drawAtPoint:CGPointZero];
[[UIColor whiteColor] setFill];
[_path fill];
_image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
[_path removeAllPoints];
}
#end
Your videos look as if they were recorded on the simulator, not the device. Simulator testing is meaningless for performance, particularly graphics performance, since a dedicated GPU is not available to the simulator.
GPU-heavy operations will often be considerably worse on the simulator than the device for this reason.
So, I can offer you the following advice :
Run performance testing on a device, ideally the slowest one you are targeting.
Use the core animation instrument which will give you frame rates and time profiling, and will highlight the expensive areas of your code.
Investigate the various graphical debugging options available via instruments on the device as well - offscreen rendering, redrawing and so forth
If you like iCarousel, then the author of that project, Nick Lockwood, has an excellent book on core animation for iOS, which contains a chapter about performance tuning.

Resources