Reference enclosing frame in PaintCode expression - ios

I'm trying to use paint code to draw a roundrect with different corner radii. I have nearly everything working by drawing two circles and two roundrects. The problem is I can't make one of the roundrects draw at x offset circle radius have width of "frame.width - circle_radius" - the end effect being it keeps aligned to the right hand edge of the frame.
It feels like I should be able to write frame.width - largeCornerRadius in an expression editor but PaintCode objects to the frame reference.
That said, i's beginning to feels like I could write this code quicker by hand :-)

I don't have an answer to my specific stated question but I have discovered a better way to draw my roundrect as four different rects and turning off the roundrects on the "inner corners:
As you'd expect the drawing code is much better and it resizes well with the enclosing frame.

You can also :
use a set of rect, oval or other shapes
select them and "union" to get one bezier curve for the whole shape
selection each point (or a set of points) of the resulting bezier and fix springs on each of them as fixed or fluid from the edge of the surrounding frame.

I see this question is old, but let me show how to achieve this using Springs & Struts.
Let’s use 2 circles and 2 rounded rectangle, each having only one corner rounded, just like you have. Once you draw a Frame around these shapes, their Springs & Struct inspector becomes enabled.
Here you can click each of 6 segments to toggle fixed or flexible dimension for each shape. For Red Circle, make flexible only top and right margin (just like on the image above) and for Blue Circle the opposite margins (bottom and left). Then for both rectangles make flexible size and fixed margins.
For more information, check out our videos, blog, and documentation on this topic.
– PaintCode Support

Related

Set corners of UIView (iOS)

I have the following problem: I'm scanning a QR Code with AVFoundation. This works quite well and I can also create a border around the code by adding a subview and set the frame attribute by subview.frame = qrCodeObject.bounds. This only has the problem that the border is only a rectangle and dismisses the perspective of the QR code.
I know that the qrCodeObject has a property corners which incorporates the top right, top left, bottom right and bottom left points of the QR code detected.
My question is now: how can I apply those corner points to the "border" view to make this border to have the same perspective as the QR code? Or in other words: how to "transform" the view according to the corner points?
Thanks a lot in advance!
UPDATE:
Here you can see the problem: the red box is a UIView, having it's frame property set to the QR codes bounds property. This misses perspective. I would like to transform the UIView (the red box) to following the corners property of the QR code, which includes the top right, top left, bottom right and bottom left points (CGPoint) of the QR code. It is important to apply this to a UIView, because I later want to apply it to an ImageView. Also a mask is not usable, as it just hides part of the view, but does not stretch or transform the content of the view.
I found a solution: AGGeometryKit did the trick: https://github.com/hfossli/AGGeometryKit/
Thanks everybody for helping!
You can't transform a CGRect that way, as far as I know. (At least I'm unaware of any framework that can do that kind of image processing.)
What you can do is to draw a polygon using the points of the qrCodeObject.
In drawRect of your UIView, change use CGContext and CGPath to draw the path you'd like.
You want your drawing UIView to be the same size as the one showing the QR code so that you don't have to translate the points onto a second coordinate space.
This answer has directions if you need more guidance on how to do that.
Ok, the problem you are facing is that a CGRect can only represent a rectangle that is not tilted or distorted. What you are dealing with is an image that has different kinds of perspective distortion.
I haven't tried to do this, but it sounds like AVFoundation gives you 4 CGPoint objects for a reason. You need to draw those 4 CGPoints using a UIBezierPath rather than trying to draw a CGRect. Simply create a bezier path that moves to the first point, then draws lines to each subsequent point, and finally, back to the first point. That will give you a quadrilateral that takes into account the distortion of your QR code.
CATransform3DRotate could be your friend, here.
https://guides.codepath.com/ios/Using-Perspective-Transforms might be a good starting point.

PaintCode, How to add a frame around a portion of a vector and have it dynamically resize?

I've imported a vector layer from a psd into paint code v1, I'm trying to create a background image and make it universal.
I can't seem to add a frame around the vector, to complicate matters, I only need a portion, the center, of the layer. (The design is based around a circle, it has lines drawn towards the center of the circle.)
I can’t seem to add a frame to dynamically resize the part I need.
I found this http://www.raywenderlich.com/36341/paintcode-tutorial-dynamic-buttons the part about frame ans groups doesn't help me....
When I add a click frame and drag it around the area I need, it's at the same level as the vector layer. I've also tried adding a group around both, but that doesn't seem to obey the frame size either.
I’ve looked through the tutorials and googled adding a frame, but I can’t seem to achieve what I need.
EDIT
A frame is supposed to be at the same level as the vectors you're working with.
All you do then is set the resize rules of your vectors. There is a little rectangle in the frame's parameters interface with straight arrows and springs that you can modify to fit your wishes.
I think I also remember a checkbox setting to resize only what's inside the frame.
Now I haven't used PaintCode for a while, but if this doesn't help you, there probably is a problem with your vector layer.
I don't know if this information helps.
But if you resizing doesn't work as you expected. Look carefully at the transformation box (the one with the springs attached). When you have put a frame around your object. The middle dot in this box should be blue instead of green. if t's green, you may have a problem with the originating point of your objects and then the resizing may not work as you expected.

iOS Quartz 2D How to expand layer beyond screen frame

Here is a picture:
Is there a way to expand layer (the area where you draw), to be larger.
At first i thought that (0,0) is the center, but it seems that it is a starting point for layer.
I was planning to draw content at (0,0) then to translate it as necessary.
Or, must i draw whatever i have in center of layer (width/2, height/2) and then translate as necessary?
EDIT_01:
The offset of layer is made by panning gesture recognizer. That is on purpose, since app must have panning of content.
Answers
At first i thought that (0,0) is the center, but it seems that it is a starting point for layer
(0,0) in iOS begins at the top left of the layer, and gets greater going right and down. In OS X, (0,0) begins in the bottom left, and gets greater going right and up.
Is there a way to expand layer (the area where you draw), to be larger
The question I have is, do you need to? This can have performance issues, as you're rendering and storing drawing data when you don't really need to, causing more memory to be used. It looks like your layer is filling the screen correctly, it's just translated incorrectly. If you move it to the correct place, you shouldn't need to expand the layer off screen.
This doesn't mean you can't translate other layers off screen, of course you can. But really you don't want to expand the size of your drawing area to expand off screen.
Must i draw whatever i have in center of layer (width/2, height/2) and then translate as necessary?
If you want them drawn into the center, then yes. You can create your own method to translate your own co-ordinate space into the co-ordinate space of the layer, to make this easier for you.
Documentation
I'd suggest reading this, to get a greater grasp of the geometry workings of CALayer:
https://developer.apple.com/library/ios/#documentation/Cocoa/Conceptual/CoreAnimation_guide/Articles/Layers.html#//apple_ref/doc/uid/TP40006082-SW1
...and this to get an understanding of drawing techniques:
https://developer.apple.com/library/ios/#documentation/graphicsimaging/conceptual/drawingwithquartz2d/dq_layers/dq_layers.html

how to create a little arrow in a rectangle

I am trying to create a little arrow in the middle of one of the sides of a rectangle. ( like twitter tweet button).
Any ideas how to do it in fireworks cs4 ?
Thanks.
There are two ways of doing this and unlike all the answers presented here, they are going to give you more freedom if you want to resize your shape and yes the triangle will be a part of your final shape not a superimposed two shapes.
Extending a shape with Pen tool
First, start with a rectangle. It can have rounded corner, however you like it. Then, you can either ungroup it or selecting the subselection tool (the white arrow in the tools panel) and clicking on one of the corners, you can make it editable for the Pen tool. Then, choosing the Pen tool, click three times on the left side of the rectangle, creating three points apart from each other along the edge. Back to subselection tool and select the middle one. Clicking a few times on the left arrow key on your keyboard will make it go to left. Since we are altering the base shape, your new shape can receive further filters, stroke colors etc.
Adding your shape to another shape
Create your rectangle and triangle shape anyway you want to see it. Position triangle so the right of it is just over the left edge of the rectangle. Give it 1-2 px of intersection area if you want, you'll most likely play with this approach to have best results. Both objects selected, go to Modify menu and select Union under Combine Paths. This option will merge both shapes. Since, FW is going to approximate both object styles, you can a blurred stroke if you already had strokes in your objects. You can adjust it but some people thing the method described above is better since they are editing the original image so it's more constructive than guessing the outcome of this merging operation. As usual, using the Pen tool, you can refine your shape.
Have fun.
This question really doesn't belong on Stack Overflow, but I'll answer anyway, since I'm not sure where it should go.
If this is what you mean:
then try this:
Create a small triangle.
Rotate the triangle 90 degrees to the left, so that it looks like the arrow.
Position the triangle on the side of the rectangle.
Change the triangle's color to the same color as the rectangle.

Drawing a non rectangular part of a picture in delphi canvas

Can anyone share a sample code to draw a non-rectangular part of a picture in delphi canvas?
You're looking for GDI paths. Start here, which explains what paths are in this context, and provides links on the left to explain the functionality available with them.
Google can turn up lots of examples of using paths in Delphi. If you can't find them, post a comment back here and I'll see what I can turn up for you.
Your question is pretty vague. But I suspect what you are looking for is clipping regions. Read up on them. Set the clipping region on the target device to the shape you want, and then draw the image onto the device. Only the part of the image that would be within the clipping region will be drawn.
Canvas.Ellipse(0, 0, 10, 20); // not a rectangle
I use so called runlists for this feature (generalized shapes and blitting them). I've seen them called warplists too. A shape is encoded as a runlist by defining it as a set of horizontal lines, and each line is two integer values (skip n pixels,copy n pixels).
This means you can draw entire lines, leaving you with only "height" draw operations.
So a rectangle is defined (the first "skip" pixels from top level corner to the left corner (xorg,yorg). The rectangle is width_rect wide, and width_pixels goes a line further. width_pixels can be wider than the width of the picture (alignment bytes)
(yorg*width_pixels+xorg , width_rect),
(width_pixels-width_rect , width_rect),
(width_pixels-width_rect , width_rect),
(width_pixels-width_rect , width_rect),
..
..
This way you can make your drawing routines pretty generic, and for simple, regular shapes (rects, circles) it takes only minor math to precalculate these lists. It simplified my shape handling enormously.
However I draw directly to bitmaps, not to canvasses, so I can't help with that part. A primitive that efficiently draws a row, and a way to extract a row from a graphic should be enough.

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