I'm using core text API to draw text on UI. (I don't know other methods, because most Google search results lead me to core text api).
I have read some tutorials online about using core text API. In those tutorial, I see step by step to config from matrix, attribute string to framesetter ... but none of them explain carefully meaning of each step, so I cannot modify by myself.
Below code is the function draw text on screen with (x,y) is the location which I want to draw. This piece of code describe clearly step by step do draw on screen. Nevertheless I don't know where to put x and y parameters, so text will start to draw at this point in rectangle.
// draw text on screen.
+ (void)drawText:(CGContextRef)context bound:(CGRect)rect text:(NSString *)text x:(float)x y:(float) y color:(UIColor *)color size:(float)textSize{
CGContextSaveGState(context);
// always remember to reset the text matrix before drawing.
// otherwise the result will be unpredictable like using uninitialize memory
CGContextSetTextMatrix(context, CGAffineTransformIdentity);
CGContextSetTextMatrix(context, CGAffineTransformMakeScale(1.0f, -1.0f));
// Flip the coordinate system. because core Text uses different coordinate system with UI Kit
CGContextTranslateCTM(context, 0, rect.size.height);
CGContextScaleCTM(context, 1.0, -1.0);
// step 1: prepare attribute string
NSDictionary *attributes;
attributes = #{
(NSString *) kCTFontAttributeName : [UIFont fontWithName:#"Helvetica" size:textSize],
(NSString *) kCTForegroundColorAttributeName : color
};
NSAttributedString *str = [[NSAttributedString alloc]
initWithString:text attributes:attributes];
CFAttributedStringRef attrString = (__bridge CFAttributedStringRef)str;
// step 2: create CTFFrameSetter
CTFramesetterRef framesetter =
CTFramesetterCreateWithAttributedString((CFAttributedStringRef)attrString);
// step 3. create CGPath
CGMutablePathRef path = CGPathCreateMutable();
CGPathAddRect(path, NULL, rect);
// step 4. get the frame
// use the CGPath and CTFrameSetter to create CTFrame. then drawn it in currently context
CTFrameRef frame = CTFramesetterCreateFrame
(framesetter, CFRangeMake(0, 0), path, NULL);
CTFrameDraw(frame, context);
// step 5. release resource
//CFRelease(attrString);
CFRelease(framesetter);
CFRelease(frame);
CFRelease(path);
CGContextRestoreGState(context);
}
Moreover, I see there are function: CGContextSetTextPosition This seem what I need, but where should I put in above code. I have tried some, but no succeed. Please tell me how to fix this.
Thanks :)
This is not CoreText solution but after your comment under your question I assume this would be a proper answer.
Basic text drawing on a view.
.h
#import <UIKit/UIKit.h>
#interface aView : UIView
#end
.m
#import "aView.h"
#implementation aView
- (void)drawText:(CGFloat)xPosition yPosition:(CGFloat)yPosition canvasWidth:(CGFloat)canvasWidth canvasHeight:(CGFloat)canvasHeight
{
//Draw Text
CGRect textRect = CGRectMake(xPosition, yPosition, canvasWidth, canvasHeight);
NSMutableParagraphStyle* textStyle = NSMutableParagraphStyle.defaultParagraphStyle.mutableCopy;
textStyle.alignment = NSTextAlignmentLeft;
NSDictionary* textFontAttributes = #{NSFontAttributeName: [UIFont fontWithName: #"Helvetica" size: 12], NSForegroundColorAttributeName: UIColor.redColor, NSParagraphStyleAttributeName: textStyle};
[#"Hello, World!" drawInRect: textRect withAttributes: textFontAttributes];
}
- (void)drawRect:(CGRect)rect {
[self drawText:0 yPosition:0 canvasWidth:200 canvasHeight:150];
}
#end
Starting with IOS 7 you can have the str render itself into the current context. To do this import UIKit. This will extend the defenition of NSAttributedString with drawAtPoint: method. So for example you might do something like this:
[str drawAtPoint:CGPointMake(x,y)]
For more info about this and other related methods please see the following:
https://developer.apple.com/library/ios/documentation/uikit/reference/NSAttributedString_UIKit_Additions/Reference/Reference.html#//apple_ref/occ/instm/NSAttributedString/drawAtPoint:
On draw text selected view you can used UIView touch events as below.
create global variable for Touch start point and Touch end Point as below
CGPoint startingPoint;
CGPoint endingPoint;
And then draw text or line as below
#pragma mark- Touch Event
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [[event allTouches] anyObject];
startingPoint = [touch locationInView:self];
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
}
-(void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event{
UITouch *touch = [touches anyObject];
endingPoint = [touch locationInView:self];
[self makeLineLayer:self.layer lineFromPointA:startingPoint
toPointB:endingPoint];
}
-(void)makeLineLayer:(CALayer *)layer lineFromPointA:(CGPoint)pointA
toPointB:(CGPoint)pointB
{
CAShapeLayer *line = [CAShapeLayer layer];
UIBezierPath *linePath=[UIBezierPath bezierPath];
[linePath moveToPoint: pointA];
[linePath addLineToPoint:pointB];
line.path=linePath.CGPath;
line.fillColor = nil;
line.opacity = 2.0;
line.lineWidth = 4.0;
line.strokeColor = [UIColor redColor].CGColor;
[layer addSublayer:line];
}
Although this thread is a bit old, but this is my work around for future visitors. This work requires a little bit modification and it starts moving the text to position (x, y).
You have to change step 3 like this:
// step 3. create CGPath
CGMutablePathRef path = CGPathCreateMutable();
CGRect newRect = rect;
newRect.origin.x = x;
newRect.origin.y = -y;
CGPathAddRect(path, NULL, newRect);
and the coordinate (x, y) will start working. The minus sign is due to the different axis of CoreTextAPI.
Also changed the TextMatrix to below for getting the correct transformation or it was giving a flipped Y-Axis text:
// always remember to reset the text matrix before drawing.
// otherwise the result will be unpredictable like using uninitialize memory
CGContextSetTextMatrix(context, CGAffineTransformIdentity);
CGContextSetTextMatrix(context, CGAffineTransformMakeScale(1.0f, 1.0f));
Attached screenshot from IB (Designable):
Hope it helps!
Related
Is there any way to change the UIBezierPath drawing shape ,see the below image it like a line when user drag the finger,but i want star ,circle and other is there any way to achieve that.
My Expectation is
This is my UIBezierPath code:
-(void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [[event allTouches] anyObject];
touchPoint = [touch locationInView:self];
if (!CGPointEqualToPoint(startingPoint, CGPointZero))
{
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:CGPointMake(touchPoint.x,touchPoint.y)];
[path addLineToPoint:CGPointMake(startingPoint.x,startingPoint.y)];
CAShapeLayer *shapeLayer = [CAShapeLayer layer];
shapeLayer.path = [path CGPath];
shapeLayer.strokeColor = [single.arrColor[single.i] CGColor];
if([UIDevice currentDevice].userInterfaceIdiom ==UIUserInterfaceIdiomPad)
{
shapeLayer.lineWidth = 7.0;
}
else
{
shapeLayer.lineWidth = 5.0;
}
shapeLayer.fillColor = [[UIColor redColor] CGColor];
[self.layer addSublayer:shapeLayer];
[clearBeizer addObject:shapeLayer];
}
startingPoint=touchPoint;
// [arrLayer addObject:shapeLayer];
NSLog(#"Touch moving point =x : %f Touch moving point =y : %f", touchPoint.x, touchPoint.y);
}
Yes, it is doable but it is not trivial. What you essentially want is to stroke a path with stars instead of normal dashes. As far as I know, iOS only provides an API for a standard methods, i.e. stroking with a rectangular dash pattern.
If you want to implement custom stroking, you have to do it yourself. You probably have to flatten the bezier path first. Then "walk" along the path and draw stars/circle/squirrels at certain interval manually. It is especially difficult if you need the interval between the stars to be equal.
You can have a look at DrawKit library for MacOS. DrawKit is for MacOS, not iOS! This is just a reference for you to get the idea.
DrawKit has NSBezierPath+Geometry.h category on NSBezierPath class. You can start with (NSBezierPath*)bezierPathWithZig:(CGFloat)zig zag:(CGFloat)zag method and see how zig-zagy path is implemented
https://github.com/DrawKit/DrawKit/.../NSBezierPath-Geometry.m#L1206
or wavy path [(NSBezierPath*)bezierPathWithWavelength:amplitude:spread:]
https://github.com/DrawKit/DrawKit/..../NSBezierPath-Geometry.m#L1270
Just FYI: UIBezierPath (iOS) often lacking methods that are available in NSBezierPath (MacOS)
If DrawKit confuses you, there are probably open-sourced drawing libraries for iOS on the Internet, try searching them and see how custom drawing is done.
Yes You can do that. But You have to get the custom shaped icons for this task.
You can try this excellent answer provided by RobMayoff here: and the git repo
Here is another way to do it:
I have made a simple Image Editing App similar to what your are doing .
You can draw the heart shapes on the image:
Like that, you can draw many custom shapes:
The code is pretty straight forward and simple:
You need to create few custom shaped erasers. I call them eraser becuase they just erase the pic :P .
Here are the methods for customising the eraser:
- (void)newMaskWithColor:(UIColor *)color eraseSpeed:(CGFloat)speed {
wipingInProgress = NO;
eraseSpeed = speed; //how fast eraser should move
maskColor = color; //eraser color
[self setNeedsDisplay];
}
-(void)setErase:(UIImage *)img{
eraser =img; //set the custom shaped image here
}
And to draw the custom shaped eraser on view:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
wipingInProgress = YES;
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
if ([touches count] == 1) {
UITouch *touch = [touches anyObject];
location = [touch locationInView:self];
location.x -= [eraser size].width/2;
location.y -= [eraser size].width/2;
[self setNeedsDisplay];
}
}
and finally the draw rect method:
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
if (wipingInProgress) {
if (imageRef) {
// Restore the screen that was previously saved
CGContextTranslateCTM(context, 0, rect.size.height);
CGContextScaleCTM(context, 1.0, -1.0);
CGContextDrawImage(context, rect, imageRef);
CGImageRelease(imageRef);
CGContextTranslateCTM(context, 0, rect.size.height);
CGContextScaleCTM(context, 1.0, -1.0);
}
[eraser drawAtPoint:location blendMode:kCGBlendModeDestinationOut alpha:eraseSpeed];
}
// Save the screen to restore next time around
imageRef = CGBitmapContextCreateImage(context);
}
Here are some variables declared in the .h file:
CGPoint location;
CGImageRef imageRef;
UIImage *eraser;
BOOL wipingInProgress;
UIColor *maskColor;
CGFloat eraseSpeed;
I am simply done this using UIImageView :
UIImageView *imageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:single.arrimages[single.colorimages]]];
imageView.frame = CGRectMake(touchPoint.x, touchPoint.y, 30,30);
[self addSubview:imageView];
just add image while user touch the screen.
get the x , y coordination of user touch and give it to uiimageview frame.
i Hope it will help for some one.
I have a UIBezierPath:
CGPathRef tapTargetPath = CGPathCreateCopyByStrokingPath(tracePath.CGPath, NULL, marginError, tracePath.lineCapStyle, tracePath.lineJoinStyle, tracePath.miterLimit);
UIBezierPath *tracePath = [UIBezierPath bezierPathWithCGPath:tapTargetPath];
when it is touched in the method:
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
I get a point. When i retrieve 2 points i want to get the segment(area or perimeter) of the UIBezierPath that i am touching, how can i accomplish this?
CGPathGetBoundingBox does not take into account the brush size and will cut the borders.
-(CGRect) getBiggerFrameFromPath:(CGPathRef) path{
CGRect tmpFrame = CGPathGetBoundingBox(path);
CGRect biggerFrame = CGRectMake(tmpFrame.origin.x-self.brushSize/2,
tmpFrame.origin.y-self.brushSize/2,
tmpFrame.size.width+self.brushSize,
tmpFrame.size.height+self.brushSize);
return biggerFrame;
}
-(void) refreshDisplayWithPath:(CGPathRef) path{
[self setNeedsDisplayInRect:[self getBiggerFrameFromPath:path]];
}
Use CGPathGetBoundingBox to get the bounding box of the path, i.e., the smallest rectangle enclosing all points in the path:
CGRect pathBounds = CGPathGetBoundingBox(tracePath.CGPath)
I have an NSMutableAttributedString such as "Bob liked your picture".
I'm wondering if I can add two different tap events to "Bob" and "picture". Ideally, tapping "Bob" would present a new view controller with Bob's profile and tapping "picture" would present a new view controller with the picture. Can I do this with NSMutableAttributedString?
You can achieve this by using CoreText to implement a method that will retrieve the index of the character the user selected / touched. First, using CoreText, draw your attributed string in a custom UIView sub class. An example overridden drawRect: method:
- (void) drawRect:(CGRect)rect
{
// Flip the coordinate system as CoreText's origin starts in the lower left corner
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextTranslateCTM(context, 0.0f, self.bounds.size.height);
CGContextScaleCTM(context, 1.0f, -1.0f);
UIBezierPath *path = [UIBezierPath bezierPathWithRect:self.bounds];
CTFramesetterRef frameSetter = CTFramesetterCreateWithAttributedString((__bridge CFAttributedStringRef)(_attributedString));
if(textFrame != nil) {
CFRelease(textFrame);
}
// Keep the text frame around.
textFrame = CTFramesetterCreateFrame(frameSetter, CFRangeMake(0, 0), path.CGPath, NULL);
CFRetain(textFrame);
CTFrameDraw(textFrame, context);
}
Secondly, create a method that interrogates the text to find the character index for a given point:
- (int) indexAtPoint:(CGPoint)point
{
// Flip the point because the coordinate system is flipped.
point = CGPointMake(point.x, CGRectGetMaxY(self.bounds) - point.y);
NSArray *lines = (__bridge NSArray *) (CTFrameGetLines(textFrame));
CGPoint origins[lines.count];
CTFrameGetLineOrigins(textFrame, CFRangeMake(0, lines.count), origins);
for(int i = 0; i < lines.count; i++) {
if(point.y > origins[i].y) {
CTLineRef line = (__bridge CTLineRef)([lines objectAtIndex:i]);
return CTLineGetStringIndexForPosition(line, point);
}
}
return 0;
}
Lastly, you can override the touchesBegan:withEvent: method to get the location of where the user touched and convert that into a character index or range:
- (void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *t = [touches anyObject];
CGPoint tp = [t locationInView:self];
int index = [self indexAtPoint:tp];
NSLog(#"Character touched : %d", index);
}
Be sure to include CoreText into your project and clean up any resources (like text frames) you keep around as that memory is not managed by ARC.
The way I would handle it is using a standard NSString in a UITextView. Then taking advantage of the UITextInput protocol method firstRectForRange:. Then you could easily overlay an invisible UIButton in that rect and handle the action you'd like to take.
I am trying to implement a view that draws the users handwriting (curser position) for the iPad (4). I saw Apple's sample code, that uses OpenGL, however, there were parts I couldn't understand, so, I tried implementing this using core graphics.
#import "PaintView.h"
#include <stdlib.h>
#implementation PaintView
- (id)initWithCoder:(NSCoder *)aDecoder {
self = [super initWithCoder:aDecoder];
if(self) {
//
pointsToDraw = [[NSMutableArray alloc] init];
}
return self;
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
NSLog(#"%#", touch);
CGPoint location = [touch locationInView:self];
CGPoint previousLocation = [touch previousLocationInView:self];
Ink *ink = [[Ink alloc] initWithPoint:previousLocation toPoint:location time:touch.timestamp];
// UITouch *newTouch = [touch copy];
[pointsToDraw addObject:ink];
[self setNeedsDisplay];
}
- (void)drawLine:(CGPoint)startingPoint toPoint:(CGPoint)endingPoint context:(CGContextRef)context
{
// Drawing code
CGContextSetStrokeColorWithColor(context, [UIColor redColor].CGColor);
CGRect temp = CGRectMake(10, 10, 100, 100);
// Draw them with a 2.0 stroke width so they are a bit more visible.
CGContextSetLineWidth(context, 2.0);
CGContextMoveToPoint(context, startingPoint.x,startingPoint.y); //start at this point
CGContextAddLineToPoint(context, endingPoint.x, endingPoint.y); //draw to this point
// and now draw the Path!
}
- (void)drawRect:(CGRect)rect
{
[super drawRect:rect];
// [self drawLine:CGPointMake(10, 10) toPoint:CGPointMake(30, 30)];
CGContextRef context = UIGraphicsGetCurrentContext();
for (Ink *ink in pointsToDraw){
[self drawLine:ink.point toPoint:ink.previousPoint context:context];
}
CGContextStrokePath(context);
}
#end
The problem is, every touch I draw everything (ink is a class that contains two CGPOINT's and a time stamp), and after a while this dramatically slows things down creating substantial lag.
My goal is to be able to both capture handwriting in a precise way, and play it back precisely.
Another things to consider, is that I am using a stylus which gives pressure information so I need to be able to draw my line in changing widths.
Any advice will be greatly appreciated.
Instead of storing the points in an array, store them in an array and a UIBezierPath. Then you only need to draw the bezier path within drawRect: instead of setting up the whole scheme.
The stylus doesn't give pressure information - at least not on iOS. iPhones have capacitive touch screens not resistive. The standard algorithm to change width is to use the speed as the factor and draw using little triangles that you fill in to create your line.
Funny! Here is a relevant article: http://www.nearinfinity.com/blogs/jason_harwig/2012/11/06/capture-a-signature-on-ios.html
I need to draw a horizontal line in a UIView. What is the easiest way to do it. For example, I want to draw a black horizontal line at y-coord=200.
I am NOT using Interface Builder.
Maybe this is a bit late, but I want to add that there is a better way.
Using UIView is simple, but relatively slow. This method overrides how the view draws itself and is faster:
- (void)drawRect:(CGRect)rect {
[super drawRect:rect];
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetStrokeColorWithColor(context, [UIColor redColor].CGColor);
// Draw them with a 2.0 stroke width so they are a bit more visible.
CGContextSetLineWidth(context, 2.0f);
CGContextMoveToPoint(context, 0.0f, 0.0f); //start at this point
CGContextAddLineToPoint(context, 20.0f, 20.0f); //draw to this point
// and now draw the Path!
CGContextStrokePath(context);
}
The easiest way in your case (horizontal line) is to add a subview with black background color and frame [0, 200, 320, 1].
Code sample (I hope there are no errors - I wrote it without Xcode):
UIView *lineView = [[UIView alloc] initWithFrame:CGRectMake(0, 200, self.view.bounds.size.width, 1)];
lineView.backgroundColor = [UIColor blackColor];
[self.view addSubview:lineView];
[lineView release];
// You might also keep a reference to this view
// if you are about to change its coordinates.
// Just create a member and a property for this...
Another way is to create a class that will draw a line in its drawRect method (you can see my code sample for this here).
Swift 3 and Swift 4
This is how you can draw a gray line at the end of your view (same idea as b123400's answer)
class CustomView: UIView {
override func draw(_ rect: CGRect) {
super.draw(rect)
if let context = UIGraphicsGetCurrentContext() {
context.setStrokeColor(UIColor.gray.cgColor)
context.setLineWidth(1)
context.move(to: CGPoint(x: 0, y: bounds.height))
context.addLine(to: CGPoint(x: bounds.width, y: bounds.height))
context.strokePath()
}
}
}
Just add a Label without text and with background color.
Set the Coordinates of your choice and also height and width.
You can do it manually or with Interface Builder.
You can user UIBezierPath Class for this:
And can draw as many lines as you want:
I have subclassed UIView :
#interface MyLineDrawingView()
{
NSMutableArray *pathArray;
NSMutableDictionary *dict_path;
CGPoint startPoint, endPoint;
}
#property (nonatomic,retain) UIBezierPath *myPath;
#end
And initialized the pathArray and dictPAth objects which will be used for line drawing. I am writing the main portion of the code from my own project:
- (void)drawRect:(CGRect)rect
{
for(NSDictionary *_pathDict in pathArray)
{
[((UIColor *)[_pathDict valueForKey:#"color"]) setStroke]; // this method will choose the color from the receiver color object (in this case this object is :strokeColor)
[[_pathDict valueForKey:#"path"] strokeWithBlendMode:kCGBlendModeNormal alpha:1.0];
}
[[dict_path objectForKey:#"color"] setStroke]; // this method will choose the color from the receiver color object (in this case this object is :strokeColor)
[[dict_path objectForKey:#"path"] strokeWithBlendMode:kCGBlendModeNormal alpha:1.0];
}
touchesBegin method :
UITouch *touch = [touches anyObject];
startPoint = [touch locationInView:self];
myPath=[[UIBezierPath alloc]init];
myPath.lineWidth = currentSliderValue*2;
dict_path = [[NSMutableDictionary alloc] init];
touchesMoved Method:
UITouch *touch = [touches anyObject];
endPoint = [touch locationInView:self];
[myPath removeAllPoints];
[dict_path removeAllObjects];// remove prev object in dict (this dict is used for current drawing, All past drawings are managed by pathArry)
// actual drawing
[myPath moveToPoint:startPoint];
[myPath addLineToPoint:endPoint];
[dict_path setValue:myPath forKey:#"path"];
[dict_path setValue:strokeColor forKey:#"color"];
// NSDictionary *tempDict = [NSDictionary dictionaryWithDictionary:dict_path];
// [pathArray addObject:tempDict];
// [dict_path removeAllObjects];
[self setNeedsDisplay];
touchesEnded Method:
NSDictionary *tempDict = [NSDictionary dictionaryWithDictionary:dict_path];
[pathArray addObject:tempDict];
[dict_path removeAllObjects];
[self setNeedsDisplay];
One other (and an even shorter) possibility. If you're inside drawRect, something like the following:
[[UIColor blackColor] setFill];
UIRectFill((CGRect){0,200,rect.size.width,1});
Swift 3, 4, 5
This is the simplest of all I could find...
let lineView = UIView(frame: CGRect(x: 4, y: 50, width: self.view.frame.width, height: 1))
lineView.backgroundColor = .lightGray
self.view.addSubview(lineView)
Based on Guy Daher's answer.
I try to avoid using ? because it can cause an application crash if the GetCurrentContext() returns nil.
I would do nil check if statement:
class CustomView: UIView
{
override func draw(_ rect: CGRect)
{
super.draw(rect)
if let context = UIGraphicsGetCurrentContext()
{
context.setStrokeColor(UIColor.gray.cgColor)
context.setLineWidth(1)
context.move(to: CGPoint(x: 0, y: bounds.height))
context.addLine(to: CGPoint(x: bounds.width, y: bounds.height))
context.strokePath()
}
}
}
Add label without text and with background color corresponding frame size(ex:height=1). Do it through code or in interface builder.