iOS - Can UIGraphicsGetCurrentContext be used outside drawRect? - ios

I want to dynamically change the current CGContextRef according to different user actions? Is this possible or is its modification only possible within drawRect: of a view instance? What happens when I call UIGraphicsGetCurrentContext() outside drawRect: and are there any limitations in doing so, is this recommended? Any possible implications I need to consider?

According to the docs the graphics context is only set just before this function is called. This means that if this function is not called it won't be set and if you don't make the system call it again (never do this yourself for that reason) it won't be there either.
Use one of these functions to force the view back into drawRect:
setNeedsDisplay:
setNeedsDisplayInRect:
It doesn't mean you can only do stuff inside drawRect however. This context is sort of globally available at that moment and you can call clean separate functions or even classes for drawing things. Passing the reference to those functions is a clean way to do it.

Related

KVO within Swift Extension

How would I go about getting my extension to observe a property on the class it's extending while also being able to remove it at a later time?
For example:
I have a UIView, and I'd like to listen for frame changes within my UIView extension. When these changes occur I need to run some code that alters the views appearance based on the new frame.
The problem I'm having is, that while I can set up an observer, I can't figure out a way to remove it. There's no deinit() and I'd like the observer to hang around for the lifecycle of the UIView.
I'd rather not have to put this removal responsibility on the developer, and I don't want to subclass.
It doesn't even have to be KVO, if there's a better way I'd love to know about it.
The usual solution to this is to use an associated object as a deallocation spy. Associated objects are released when their attached object is deallocated, so you can run code in their deinit that you want to fire when the attached object goes away. That said, doing this really well in a multi-threaded world is a little tricky to say the least. I don't recommend building your own. Instead, I suggest PMKVObserver which will handle this for you. Even if you do choose to build your own, you should study how PMKVObserver does its magic so you're not overly naïve in your implementation.
Doing this sloppily (not worrying about multi-threaded race conditions) is not too hard in Swift, but to do it really well is better done in ObjC and bridged to Swift. Again, consult the code for the tricky corner cases.
While
Extensions can add new convenience initializers to a class, but they
cannot add new designated initializers or deinitializers to a class.
Designated initializers and deinitializers must always be provided by
the original class implementation.
So I think you cannot handle it in any nice way without subclassing.

How can a CALayer delegate trigger display updates (during animations) for a custom property?

CALayer seems to have almost everything required to add properties to a layer at runtime, without subclassing, using a delegate and/or the layer's actions property. However, one thing I have not figured out is how to trigger display updates when one of these dynamic properties changes in an animation.
I know how do this in a custom subclass of CALayer: simply define the properties in the subclass, mark them #dynamic, and override needsDisplayForKey: and return YES for the custom properties. Then display will be invoked during animations, which, by default, will even trigger a call to the layer delegate's drawLayer:inContent: method, if present (though it's of questionable usefulness, given that you've already got this subclass where you can implement drawInContext:). However, I am trying to see if this is possible without subclassing CALayer.
I can get as far as supporting updates outside of animations using only a layer delegate, by installing a CAAction in the layer's actions property, or implementing actionForLayer:forKey: in the layer delegate, and having that action send a setNeedsDisplay message to the layer. However, actionForKey: is apparently not called during an animation (makes sense, since it is used to trigger implicit animations), and there is no equivalent to needsDisplayForKey: in the layer delegate protocol, that I can see.
So, is there any way to tell CALayer to call display for custom properties besides the above? Or is it not possible to implement animatable custom layer properties in a layer delegate alone? It seems like Apple would prefer one to use delegation when possible, but without a way to refresh the layer contents during an animation, the delegate interface is incomplete. Any suggestions?

how to detect interface changes on iOS application

Is there any possible way to detect every change on User Interface during runtime??
I'm trying to find all objects in the current app interface.
I'm trying to to get all nodes inspecting recursively the main Window, but, for example, how to know if the top viewcontroller changes or if it's added a uiview dynamically, or is presented a modalview??
The main objective is to have a library to do this..
Any idea, help?
Thanks!
You could write your own library based on this, using advanced Objective-C techniques. I do not recommend you to do this, since it mostly breaks MVC patterns on iOS. Depends on what do you want to use it for, maybe analytics?
So these are the options I believe, if you want to actively inspect UIView hierarchy. All options are pretty complicated though.
Swizzle methods such as addSubview and removeFromSuperview of UIView, so you could know when changes like that happens. Including the getters of frame and bounds, if you wish to know the position.
You could use KVO to watch properties such as: subviews, frame, bounds, superview to notice any changes. But at one point you would have to add the same object as the observer (could be singleton).
Decide for an interval that is fired by a NSTimer and go through the hierarchy recursively beginning at keyWindow on UIApplication. This would have a big performance impact though.
There may be other options, but these are the ones I believe to be the best choices.

Internal implementation of UIView's block-based animation methods

Ever since their introduction in iOS 4, I have been wondering about the internal implementation of the UIView's block-based animation methods. In particular I would like to understand what mystical features of Objective C are used there to capture all the relevant layer state changes before and after execution of the animation block.
Observing the black-box implementation, I gather that it needs to capture the before-state of all layer properties modified in the animation block, to create all the relevant CAAnimations. I guess it does not do a snapshot of whole view hierarchy, as that would be horribly inefficient. The animation block is opaque code blob during runtime, so I don't think it can analyze that directly. Does it replace the implementation of property setters on CALayer with some kind of recoding versions? Or is the support for this property change recoding baked-in somewhere deep inside the CALayers?
To generalize the question a little bit, is it possible do create similar block-based API for recording state changes using some Objective C dark magic, or does this rely on knowing and having the access to the internals of the objects being changed in the block?
It is actually a very elegant solution that is built around the fact that the view is the layers delegate and that stand-alone layers implicitly do animate on property changes.
It just happens to be that I gave a BLITZ talk about this at NSConference just a couple of days ago and I posted my slides on GitHub and tried to write down more or less what I said in the presenter notes.
That said: it is a very interesting question that I don't see being asked very often. It may be a bit to broad but I really like curiosity.
UIView animations existed before iOS 4
Ever since their introduction in iOS 4, I have been wondering about the internal implementation of the UIView's block-based animation methods.
UIView animations existed before iOS 4 but in a different style (that is no longer recommended to use because it is more cumbersome to use). For example, animating position and color of a view with a delay could be done like this. Disclaimer: I did not run this code so it may contains bugs.
// Setup
static void *myAnimationContext = &myAnimationContext;
[UIView beginAnimations:#"My Animation ID" context:myAnimationContext];
// Configure
[UIView setAnimationDuration:1.0];
[UIView setAnimationDelay:0.25];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
// Make changes
myView.center = newCenter;
myView.backgroundColor = newColor;
// Commit
[UIView commitAnimations];
The view-layer synergy is very elegant
In particular I would like to understand what mystical features of Objective C are used there to capture all the relevant layer state changes before and after execution of the animation block.
It is actually the other way around. The view is built on top of the layer and they work together very closely. When you set a property on the view it sets the corresponding property on the layer. You can for example see that the view doesn't even have it's own variable for the frame, bounds or position.
Observing the black-box implementation, I gather that it needs to capture the before-state of all layer properties modified in the animation block, to create all the relevant CAAnimations.
It does not need to do that and this is where it all gets very elegant. Whenever a layer property changes, the layer looks for the action (a more general term for an animation) to execute. Since setting most properties on a view actually sets the property on the layer, you are implicitly setting a bunch of layer properties.
The first place that the layer goes looking for an action is that it asks the layer delegate (it is documented behaviour that the view is the layers delegate). This means that when the layer property changes, the layers asks the view to provide an animation object for that each property change. So the view doesn't need to keep track of any state since the layer has the state and the layer asks the view to provide an animation when the properties change.
Actually, that's not entirely true. The view needs to keep track of some state such as: if you are inside of the block or not, what duration to use for the animation, etc.
You could imagine that the API looks something like this.
Note: I don't know what the actual implementation does and this is obviously a huge simplification to prove a point
// static variables since this is a class method
static NSTimeInterval _durationToUseWhenAsked;
static BOOL _isInsideAnimationBlock;
// Oversimplified example implementation of how it _could_ be done
+ (void)animateWithDuration:(NSTimeInterval)duration
animations:(void (^)(void))animations
{
_durationToUseWhenAsked = duration;
_isInsideAnimationBlock = YES;
animations();
_isInsideAnimationBlock = NO;
}
// Running the animations block is going to change a bunch of properties
// which result in the delegate method being called for each property change
- (id<CAAction>)actionForLayer:(CALayer *)layer
forKey:(NSString *)event
{
// Don't animate outside of an animation block
if (!_isInsideAnimationBlock)
return (id)[NSNull null]; // return NSNull to don't animate
// Only animate certain properties
if (![[[self class] arrayOfPropertiesThatSupportAnimations] containsObject:event])
return (id)[NSNull null]; // return NSNull to don't animate
CABasicAnimation *theAnimation = [CABasicAnimation animationWithKeyPath:event];
theAnimation.duration = _durationToUseWhenAsked;
// Get the value that is currently seen on screen
id oldValue = [[layer presentationLayer] valueForKeyPath:event];
theAnimation.fromValue = oldValue;
// Only setting the from value means animating form that value to the model value
return theAnimation;
}
Does it replace the implementation of property setters on CALayer with some kind of recoding versions?
No (see above)
Or is the support for this property change recoding baked-in somewhere deep inside the CALayers?
Yes, sort of (see above)
Creating similar API yourself
To generalize the question a little bit, is it possible do create similar block-based API for recording state changes using some Objective C dark magic, or does this rely on knowing and having the access to the internals of the objects being changed in the block?
You can definitely create a similar block based API if you want to provide your own animations based on property changes. If you look at the techniques I showed in my talk at NSConference for inspecting UIView animations (directly asking the layer for the actionForLayer:forKey: and using layerClass to create a layer that logs all addAnimation:forKey: information) then you should be able to learn enough about how the view is using the layer to create this abstraction.
I'm not sure if recording state changes is you end goal or not. If you only want to do your own animation API then you shouldn't have to. If you really want to do it, You could probably could, but there wouldn't be as much communication infrastructure (delegate methods and callbacks between the view and the layer) available to you as there is for animations.
David's answer is awesome. You should accept it as the definitive answer.
I do have a minor contribution. I created a markdown file in one of my github projects called "Sleuthing UIView Animations." (link) It goes into more detail on how you can watch the CAAnimation objects that the system creates in response to UIView animations. The project is called KeyframeViewAnimations. (link)
It also shows working code that logs the CAAnimations that are created when you submit UIView animations.
And, to give credit where credit is due, it was David who suggested the technique I use.

Can I pass the CGContextRef to methods called from drawRect?

I found this in the Quartz 2D Programming Guide:
To draw to the screen in an iOS application, you set up a UIView object and implement its drawRect: method to perform drawing. The view’s drawRect: method is called when the view is visible onscreen and its contents need updating. Before calling your custom drawRect: method, the view object automatically configures its drawing environment so that your code can start drawing immediately. As part of this configuration, the UIView object creates a graphics context (a CGContextRef opaque type) for the current drawing environment. You obtain this graphics context in your drawRect: method by calling the UIKit function UIGraphicsGetCurrentContext.
Since I am having problems with invalid Context (because it's 0x00 when I go back to re-draw), I was wondering if I could get the current context in the beginning of -drawRect and somehow pass it to the methods I call from within -drawRect?
You can definitely pass CGContextRef to methods called from drawRect: as long as these methods do not save the reference for use outside the duration of the drawRect: call, your code should be fine. However, the context reference that you pass around would be equivalent to the context retrieved through UIGraphicsGetCurrentContext, so I doubt that there is much to gain by adding an extra parameter.
UIGraphicsGetCurrentContext can only be called from drawRect: method (or methods called from it) otherwise it will return nil.
You can use UIGraphicsGetCurrentContext from any method called from -drawRect. It's worth noting that you should not call -drawRect directly when you need to update your view; call -setNeedsDisplay instead.
If you want to use the UIKit drawing system with your own off-screen context, you can use UIGraphicsPushContext to set the current context.
In my experience, passing CGContextRef produces a memory leak that's pretty "fast."

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