iOS segue blurs text - ios

I have a problem. I have created a view with transparent background and a view on center ( message box ):
The box is called iboShadowBox
In my controller class, i'm adding code for rounded corners of the message box and adding shadow to it.
And at last i'm doing this:
self.iboShadowView.center = self.view.center;
to center the message box.
And the client says that text is blurred.
i have examined the text with and without setting the center:
With setting center:
Without setting center:
Left is without setting center, Right with setting center
The question is, could setting the view center cause text to blur? And how to fix it?
EDIT:
Tried to replace this:
self.iboShadowView.center = self.view.center;
with this:
CGPoint center = self.view.center;
CGFloat scale = [UIScreen mainScreen].scale;
self.iboShadowView.center = CGPointMake(roundf(center.x * scale) / scale, roundf(center.y * scale) / scale);
Again shows ping background in debug... ( which means didn't help)

It's possible that your centre point is causing the text to appear in a non-pixel-aligned position. The effect of this is that your label is rendered with more exaggerated anti-aliasing, hence the slightly more blurry look.
A simple way to check this theory is to run the app in the Simulator and choose Debug > Color Misaligned Images from the menu. Rendered graphics that are not pixel-aligned will be highlighted magenta. It might not necessarily be the outer view that is misaligned, it could be any of the leaf views leading to the text, so checking that the frame of the outer view is pixel-aligned might not be sufficient.
A way to fix problems like this is to manually pixel-align the frame, for example with a function like this:
CGRect CGRectAlign(CGRect rect)
{
CGFloat scale = [UIScreen mainScreen].scale;
return CGRectMake(roundf(rect.origin.x * scale) / scale,
roundf(rect.origin.y * scale) / scale,
roundf(rect.size.width * scale) / scale,
roundf(rect.size.height * scale) / scale);
}

Related

Display UIView on scaled CGRect iOS

I am using the AVMetaData API to extract the bounds of an AVMetadataFaceObject. When printed to the console, this CGRect has the following values: bounds={0.2,0.3 0.4x0.5}. I'm having a fair amount of trouble mapping this to a UIView that displays over the face. I can hard-code in some conversion values for my specific screen to get it to crudely be in the right spot, but I would like a solution that displays a UIView over the face shown in my previewView on any screen size.
Does anyone know how to map these to the frame of an on-screen UIView based upon the size of a previewView?
You should be able to take the size of the capture area, let's call that "captureSize" and then do this:
CGRect viewRect;
viewRect.origin.x = bounds.origin.x * captureSize.width;
viewRect.origin.y = bounds.origin.y * captureSize.height;
viewRect.size.width = bounds.size.width * captureSize.width;
viewRect.size.height = bounds.size.height * captureSize.height;
Now, this all depends how your previewView is setup and whether or not it has any content scaling, etc, but should give you a sense of the conversion.

CATransform3D making my UITextView disappear?

So I have a UITextView that's supposed to be visually sitting on the bottom edge of the screen and then stretching up and back "into" the screen, "Star Wars" opening crawl-style.
After much googling etc, I feel like I have what looks like the right code for the job... but instead of setting up the perspective view I was looking for, this is just making the UITextView totally disappear!
The text view is set up in a storyboard with springs/struts (no autolayout) such that it's pinned at the top and bottom of the main view, about 20px in from each side, and the springs are active in both directions. Its outlet is hooked up to self.infoTextView. It shows up as I'd expect if I don't apply any transformations to it.
But when i fire off the code below in viewDidLoad, the text view just disappears completely. I'm sure I'm missing something but I can't seem to figure out what t is.
CGRect frame = self.infoTextView.layer.frame;
self.infoTextView.layer.anchorPoint = CGPointMake(.5f, 1.0f);
self.infoTextView.layer.frame = frame;
CATransform3D rotationAndPerspectiveTransform = CATransform3DIdentity;
rotationAndPerspectiveTransform.m34 = 1.0 / 500;
rotationAndPerspectiveTransform = CATransform3DRotate(rotationAndPerspectiveTransform, 1.57, 0, 1, 0);
self.infoTextView.layer.transform = rotationAndPerspectiveTransform;
thanks!
There are two things you'll need to modify in your code:
The rotation axis. You're rotating it around the Y axis. To get the
effect you're after you will need to change the rotate transform to
turn around the X axis.
To get "Star Wars opening crawl-style" effect you'll need to set a negative angle or a negative perspective.
Also, you would probably want to set a more "strong" perspective to achieve a more dramatic effect.
Here's an example based on your transform code:
CGFloat angle = -45;
CATransform3D rotationAndPerspectiveTransform = CATransform3DIdentity;
rotationAndPerspectiveTransform.m34 = 1.0 / 200;
rotationAndPerspectiveTransform = CATransform3DRotate(rotationAndPerspectiveTransform, angle / 180.0 * M_PI, 1, 0, 0);
self.infoTextView.layer.transform = rotationAndPerspectiveTransform;

Rotating a view using another view's center as the anchor point

I have two image views. The first is the blueish arrow, and the second is the white circle, with a black dot drawn to represent the center of the circle.
I'm trying to rotate the arrow so it's anchor point is the black dot in the picture like this
Right now I'm setting the anchor point of the arrow's layer to a point calculated like this
CGFloat y = _userImageViewContainer.center.y - CGRectGetMinY(_directionArrowView.frame);
CGFloat x = _userImageViewContainer.center.x - CGRectGetMinX(_directionArrowView.frame);
CGFloat yOff = y / CGRectGetHeight(_directionArrowView.frame);
CGFloat xOff = x / CGRectGetWidth(_directionArrowView.frame);
_directionArrowView.center = _userImageViewContainer.center;
CGPoint anchor = CGPointMake(xOff, yOff);
NSLog(#"anchor: %#", NSStringFromCGPoint(anchor));
_directionArrowView.layer.anchorPoint = anchor;
Since the anchor point is set as a percentage of the view, i.e. the coords for the center are (.5, .5), I'm calculating the percentage of the height in arrow's frame where the black dot falls. But my math, even after working out by hand, keeps resulting in .5, which isn't right because it's further than half way down when the arrow is in the original position (vertical, with the point up).
I'm rotating based on the user's compass heading
CLHeading *heading = [notif object];
// update direction of arrow
CGFloat degrees = [self p_calculateAngleBetween:[PULAccount currentUser].location.coordinate
and:_user.location.coordinate];
_directionArrowView.transform = CGAffineTransformMakeRotation((degrees - heading.trueHeading) * M_PI / 180);
The rotation is correct, it's just the anchor point that's not working right. Any ideas of how to accomplish this?
I've always found the anchor point stuff flaky, especially with rotation. I'd try something like this.
CGPoint convertedCenter = [_directionArrowView convertPoint:_userImageViewContainer.center fromView:_userImageViewContainer ];
CGSize offset = CGSizeMake(_directionArrowView.center.x - convertedCenter.x, _directionArrowView.center.y - convertedCenter.y);
// I may have that backwards, try the one below if it offsets the rotation in the wrong direction..
// CGSize offset = CGSizeMake(convertedCenter.x -_directionArrowView.center.x , convertedCenter.y - _directionArrowView.center.y);
CGFloat rotation = 0; //get your angle (radians)
CGAffineTransform tr = CGAffineTransformMakeTranslation(-offset.width, -offset.height);
tr = CGAffineTransformConcat(tr, CGAffineTransformMakeRotation(rotation) );
tr = CGAffineTransformConcat(tr, CGAffineTransformMakeTranslation(offset.width, offset.height) );
[_directionArrowView setTransform:tr];
NB. the transform property on UIView is animatable, so you could put that last line there in an animation block if desired..
Maybe better use much easier solution - make arrow image size bigger, and square. So the black point will be in center of image.
Please compare attached images and you understand what I'm talking about
New image with black dot in center
Old image with shifted dot
Now you can easy use standard anchor point (0.5, 0.5) to rotate edited image

How to Rotate CAShapeLayer containing UIBezierPath? [duplicate]

This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
Rotate CGPath without changing its position
I searched and tested a variety of code for a couple of hours and I can't get this to work.
I am adding an arbitrary UIBezierPath at a random location to a CAShapeLayer which gets added to a view. I need to rotate the path so that I can handle device rotations. I can rotate the layer instead of the path. I just need the result to be rotated.
I already have methods to handle transforming the bezier path by scaling and translation. It works great, but now I need to simply rotate 90 degrees left or right.
Any recommendations on how to do this?
Basic code:
UIBezierPath *path = <create arbitrary path>
CAShapeLayer *layer = [CAShapeLayer layer];
[self addPathToLayer:layer
fromPath:path];
// I could get the center of the box but where is the box center for the view it is in?
// CGRect box = CGPathGetPathBoundingBox(path.CGPath);
// layer.anchorPoint = ? How to find the center of the box for the anchor point?
// Rotating here appears to rotate around 0,0 of the view
layer.transform = CATransform3DMakeRotation(DegreesToRadians(-90), 0.0, 0.0, 1.0);
I see the following post:
BezierPath Rotation in a UIView
I suppose I could rotate as-is and then translate the path back into place. I just need to figure out what the translation values would be.
I should also state that what I am seeing after I try to rotate is that the image moves off-screen somewhere. I tried rotating 25 degrees to see movement and it pivots around the view's origin of 0,0 so that if I rotate 90 degrees the image is off-screen. I am running these test WITHOUT rotating the device - just to see how rotation works.
UPDATE #1 - 12/4/2012: For some bizarre reason if I set the position to a value I found empirically it moves the rotated bezier path into the correct position after rotation:
layer.position = CGPointMake(280, 60);
This values are a guess from starting/stopping the app and making adjustments. I have no idea why I need to adjust the position on rotation. The anchor point should be in the center of the layer. However, I did find that both the frame and position of a CAShapeLayer are all ZERO even though the path is set, and also the fact that the path is in the correct position within the view. The 280, 60 position shifts the path into what would be the center of the path bounding box when a rotation of +90 is made. If I change the rotation value I need to adjust the position. I should not have to do this manually adjustment.
I think a last resort is to somehow convert the bezier path to an image and then add it. I found that if I set the layer content to an image, then rotate, it rotates about its center point with no positional adjustment needed. Not so with setting the path.
UPDATE #2 12/4/2012 - I tried setting the frame and with fiddling I get it to center as follows:
CGRect box = CGPathGetPathBoundingBox(path.CGPath);
CGRect rect = CGRectMake(0, 0, box.origin.x + (3.5 * box.size.width), box.origin.y + (3.5 * box.size.height));
layer.frame = rect;
layer.transform = CATransform3DMakeRotation(DegreesToRadians(90), 0.0, 0.0, 1.0);
Why multiply by 3.5? I have no clue. I found that adding the box origin with about 3.5 times the size of the box shifts the rotated CAShapeLayer path to about where it should be.
There must be a better way to do this. This is a better solution than my previous post since the frame size does not depend on the rotation angle. I just don't know why the frame needs to be set to the value I am setting it to. I THOUGHT it should be
CGRectMake(0, 0, box.origin.x + (box.size.width / 2), box.origin.y + (box.size.height / 2));
However, it shifts the image to the left too much.
Another clue I found is that if I set the frame of [self view].frame (the frame of the entire parent view, which is the screen of the iPhone), then rotate, the rotation point is the center of the screen, an the path/image orbits around this center point. This is why I tried shifting the frame to what the center of the path should be so that it orbits around the box center.
UPDATE #3 12/4/2012 - I tried to render the layer as an image. However, it appears that just setting the path of a layer does not make it an "image" in the layer since it is empty
CGRect box = CGPathGetPathBoundingBox(path.CGPath);
layer.frame = box;
UIImage *image = [ImageHelper imageFromLayer:layer]; // ImageHelper library I created
CAShapeLayer *newLayer = [CAShapeLayer layer];
newLayer.frame = CGRectMake(box.origin.x, box.origin.y, image.size.width, image.size.height);
newLayer.contents = (id) image.CGImage;
It appears that rotating the layer with its path set is no different than simply rotating the bezier path itself. I will go back to rotating the bezier path and see if I can fiddle with the position elements or something. There's got to be a solution to this.
Goal: Rotate a UIBezierPath around its center point within the view it was originally created in.
UPDATE #4 12/4/2012 - I ran a series of tests measuring the values needed for translation in order to place a UIBezierPath in its previous center location.
CGAffineTransform rotate = CGAffineTransformMakeRotation(DegreesToRadians(-15));
[path applyTransform:rotate];
// CGAffineTransform translate = CGAffineTransformMakeTranslation(-110, 70); // -45
CGAffineTransform translate = CGAffineTransformMakeTranslation(-52, -58); // -15
[path applyTransform:translate];
However, the ratios of x/y translations do not correspond so I cannot extrapolate what translation is required based on the angle. It appears that 'CGAffineTransformMakeRotation' uses some arbitrary anchor put to make the rotation, which at the moment appears to be maybe (viewWidth / 2, 0). I am making this much harder than it needs to be. There's something I am missing to make a simple rotation so that the center point is maintained. I just need to "spin" the path 90 degrees left or right.
UPDATE #5 12/4/2012 - After running additional tests it appears that the anchor point for rotating a UIBezierPath is the origin from where all of the points were drawn. In this case the origin is 0,0 and all of the points are relative to that point. Therefore, it a rotation is applied, the rotation is occurring around the origin, and is why the path shifts up-right on -90 and up-left on 90. I need to somehow set the anchor point for the rotation to the center so it "spins" around the center, rather than the original origin point. 12 hours spent on this one issue.
After some detailed analysis and graphing the bounding box on paper I found my assertion that the origin of 0,0 is correct.
A solution to this problem is to translate the path (the underlying matrix) to the origin, with the center of the bounding box at origin, rotate, then translate the path back to its original location.
Here's how to rotate a UIBezierPath 90 degrees:
CGAffineTransform translate = CGAffineTransformMakeTranslation(-1 * (box.origin.x + (box.size.width / 2)), -1 * (box.origin.y + (box.size.height / 2)));
[path applyTransform:translate];
CGAffineTransform rotate = CGAffineTransformMakeRotation(DegreesToRadians(90));
[path applyTransform:rotate];
translate = CGAffineTransformMakeTranslation((box.origin.x + (box.size.width / 2)), (box.origin.y + (box.size.height / 2)));
[path applyTransform:translate];
Plug in -90 degrees to rotate in the other direction.
This formula can be used when rotating the device from portrait to landscape and vice/versa.
I still don't think this is the ideal solution but the result is what I need for now.
If anyone has a better solution for this please post.
UPDATE 12/7/2012 - I found what I think is the best solution, and very simple as I though it would be. Rather than using rotate, translate, and scale methods on the bezier path, I instead extract the array of points as CGPoint objects, and scale/translate them as needed based on the view size as well as the orientation. I then create a new bezier path and set the layer to this path.
The result is perfect scaling, translation, rotation.

Scale a UIView with gradient

I'm developing an animated column bar chart and i having some trouble.
The bars show up with an scale animation. At the beginning all columns have 1 point size and will scale till a predefined height.
The point is: I want to draw a gradient into the columns (They are subclasses of UIView) and want the scale animation to recalculate the gradient.
Until now, i have drawn the gradient, but when the column scale, the gradient does not scale with it.
As the view have 1 point height, the gradient is show as 1 color only.
Can someone give me a north to solve this issue?
Solved the problem!
i was using scale instead of changing the view's bounds..
Was
view.transform = CGAffineTransformMakeScale(1.0, scaleY.floatValue);
Must be
view.bounds = CGRectMake(view.bounds.origin.x, view.bounds.origin.y * scaleY.floatValue, view.bounds.size.width, view.bounds.size.height * scaleY.floatValue);
Where scaleY was calculated before and is a NSNumber that contains the Y scale factor.
It's not necessary to set
view.contentMode = UIViewContentModeRedraw;
Thank you DarkDusk for the help.
Try setting the contentMode:
myView.contentMode = UIViewContentModeRedraw;
This will force a redraw on every size change.

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