I have the following code in drawrect method. i want to draw with animation.
-(void)drawRect:(CGRect)rect{
CGContextRef context = UIGraphicsGetCurrentContext();
CGMutablePathRef pathRef = CGPathCreateMutable();
CGPathMoveToPoint(pathRef, NULL, a.x, a.y);
CGPathAddLineToPoint(pathRef, NULL, b.x, b.y);
CGPathAddLineToPoint(pathRef, NULL, c.x, c.y);
CGPathAddLineToPoint(pathRef, NULL, d.x, d.y);
CGPathCloseSubpath(pathRef);
CGContextAddPath(context, pathRef);
CGContextStrokePath(context);
CGContextSetBlendMode(context, kCGBlendModeClear);
CGContextAddPath(context, pathRef);
CGContextFillPath(context);
// Here i am showing animation but it does not work. is there any way to do this
-(void)showAnimation{
[UIView beginAnimations:#"movement" context:nil];
[UIView setAnimationDelegate:self];
[UIView setAnimationWillStartSelector:#selector(didStart:context:)];
[UIView setAnimationDidStopSelector:#selector(didStop:finished:context:)];
[UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
[UIView setAnimationDuration:3.0f];
[UIView setAnimationRepeatAutoreverses:YES];
a=CGPointMake(10, 100);
b=CGPointMake(100, 100);
c=CGPointMake(100, 30);
d=CGPointMake(20, 30);
[UIView commitAnimations];
}
}
Maybe a custom layer subclass could be what you are searching for. By doing that, you can add your own custom animatable properties, such as a progress variable, which represents the progress of the drawing, and is used in the drawInContext method to determine what to draw.
Now, if you animate that property via a CAAnimation, all that happens is that the CoreAnimation System makes a copy of your layer, changes the property a little towards the end value, calls drawInContext, changes the property again a little, calls drawInContext again and so on. That is how animation works.
The Layer subclass should look like this:
#import <QuartzCore/QuartzCore.h>
#interface AnimatedRect : CALayer
#property (nonatomic) float progress;
#end
#implementation AnimatedRect
//the animated property must be dynamic
#dynamic progress;
//initWithLayer is called when the animation starts, for making the copy
- (id)initWithLayer:(id)layer {
self = [super initWithLayer:layer];
if (self) {
self.progress = layer.progress;
}
return self;
}
//drawInContext is called to perform drawing
-(void)drawInContext:(CGContextRef)ctx
{
//your drawing code for the rect up to the percentage in progress
//some math is required here, to determine which sides are drawn
//and where the endpoint is
}
In the drawInContext Method you have to calculate where to end the last drawn line. For example, if you have a square, 12.5% is the half first line, 50% is the first two. The rect below is at 87.5% and started in the upper right corner
As an addition: If you want to animate implicitly, you need to implement the additional method -(id<CAAction>)actionForKey:(NSString *)event, in which you create a CAAnimation and return it.
One nice source about that topic is this tutorial
This isn't the right way to go about this. Implementing drawRect: should be a last resort, particularly if all you are doing is drawing a rectangle. It doesn't play well with animation because you'd be forcing a redraw for every frame which would be very bad for performance.
You'd be better off doing one of the following:
Having the rectangle as a subview of the appropriate size and background colour, and animating its frame
Having a CAShapeLayer and animating its path.
With helpful answer from #TAKeanice I have implemented similar timeout behavior.
XYZTimeoutView
#import <UIKit/UIKit.h>
/**
* A view to draw timeout line.
*/
#interface XYZTimeoutView : UIImageView
/**
* Current progress in percent.
*/
#property(nonatomic) IBInspectable CGFloat progress;
/**
* Padding between outer view edge and timeout line.
*/
#property(nonatomic) IBInspectable CGFloat padding;
/**
* A width of timeout line.
*/
#property(nonatomic) IBInspectable CGFloat strokeWidth;
/**
* A duration of timeout animation in seconds.
*/
#property(nonatomic) IBInspectable CGFloat durationOfTimeoutAnimation;
/**
* A color of timeout line.
*/
#property(nonatomic) IBInspectable UIColor *strokeColor;
#end
#import "XYZTimeoutView.h"
#import "XYZTimeoutLayer.h"
#interface XYZTimeoutView ()
#property(nonatomic) XYZTimeoutLayer *timeoutLayer;
#end
#implementation XYZTimeoutView
#pragma mark - Creation and initialization
- (instancetype)init {
self = [super init];
if (self) {
[self initialization];
[self update];
}
return self;
}
- (instancetype)initWithCoder:(NSCoder *)aDecoder {
self = [super initWithCoder:aDecoder];
if (self) {
[self initialization];
[self update];
}
return self;
}
- (void)initialization {
[self setTimeoutLayer:[XYZTimeoutLayer layer]];
[[self layer] addSublayer:[self timeoutLayer]];
}
- (void)update {
[[self timeoutLayer] setPadding:[self padding]];
[[self timeoutLayer] setProgress:[self progress]];
[[self timeoutLayer] setStrokeWidth:[self strokeWidth]];
[[self timeoutLayer] setStrokeColor:[self strokeColor]];
[[self timeoutLayer] setDurationOfTimeoutAnimation:[self durationOfTimeoutAnimation]];
}
#pragma mark - Setter methods
- (void)setProgress:(CGFloat)progress {
_progress = MAX(0.0f, MIN(progress, 100.0f));
[[self timeoutLayer] setFrame:[self bounds]];
[[self timeoutLayer] setProgress:[self progress]];
}
- (void)setPadding:(CGFloat)padding {
_padding = padding;
[[self timeoutLayer] setPadding:[self padding]];
}
- (void)setStrokeWidth:(CGFloat)strokeWidth {
_strokeWidth = strokeWidth;
[[self timeoutLayer] setStrokeWidth:[self strokeWidth]];
}
- (void)setDurationOfTimeoutAnimation:(CGFloat)durationOfTimeoutAnimation {
_durationOfTimeoutAnimation = durationOfTimeoutAnimation;
[[self timeoutLayer]
setDurationOfTimeoutAnimation:[self durationOfTimeoutAnimation]];
}
- (void)setStrokeColor:(UIColor *)strokeColor {
_strokeColor = strokeColor;
[[self timeoutLayer] setStrokeColor:[self strokeColor]];
}
#end
XYZTimeoutLayer
#import QuartzCore;
#import UIKit;
/**
* A layer used to animate timeout line.
*/
#interface XYZTimeoutLayer : CALayer
/**
* Current progress in percent.
*/
#property(nonatomic) CGFloat progress;
/**
* Padding between outer view edge and timeout line.
*/
#property(nonatomic) CGFloat padding;
/**
* A width of timeout line.
*/
#property(nonatomic) CGFloat strokeWidth;
/**
* A duration of timeout animation in seconds.
*/
#property(nonatomic) CGFloat durationOfTimeoutAnimation;
/**
* A color of timeout line.
*/
#property(nonatomic) UIColor *strokeColor;
#end
#import "XYZTimeoutLayer.h"
#import "XYZTimeoutLocation.h"
#implementation XYZTimeoutLayer
#dynamic progress;
#pragma mark - Layer creation and initialization
- (instancetype)initWithLayer:(id)layer {
self = [super initWithLayer:layer];
if (self && [layer isKindOfClass:[XYZTimeoutLayer class]]) {
[self copyFrom:(XYZTimeoutLayer *)layer];
}
return self;
}
#pragma mark - Property methods
+ (BOOL)needsDisplayForKey:(NSString *)key {
if ([NSStringFromSelector(#selector(progress)) isEqualToString:key]) {
return YES;
}
return [super needsDisplayForKey:key];
}
#pragma mark - Animation methods
- (id<CAAction>)actionForKey:(NSString *)event {
if ([NSStringFromSelector(#selector(progress)) isEqualToString:event]) {
return [self createAnimationForKey:event];
}
return [super actionForKey:event];
}
#pragma mark - Draw
- (void)drawInContext:(CGContextRef)ctx {
// Initialization
CGRect rect = [self drawRect];
CGPoint pointTopLeft = CGPointMake(rect.origin.x, rect.origin.y);
CGPoint pointTopRight = CGPointMake(rect.origin.x + rect.size.width, rect.origin.y);
CGPoint pointBottomLeft = CGPointMake(rect.origin.x, rect.origin.y + rect.size.height);
CGPoint pointBottomRight = CGPointMake(rect.origin.x + rect.size.width, rect.origin.y + rect.size.height);
XYZTimeoutLocation *location = [XYZTimeoutLocation endLocationForPercent:[self progress] rect:rect];
// Draw initialization
CGContextSetLineWidth(ctx, [self strokeWidth]);
CGContextSetStrokeColorWithColor(ctx, [[self strokeColor] CGColor]);
// Move to start point
CGContextMoveToPoint(ctx, pointTopRight.x, pointTopRight.y - ([self strokeWidth] / 2));
// Set draw path
if(TOP == [location edge]){
CGContextAddLineToPoint(ctx, pointBottomRight.x, pointBottomRight.y);
CGContextAddLineToPoint(ctx, pointBottomLeft.x, pointBottomLeft.y);
CGContextAddLineToPoint(ctx, pointTopLeft.x, pointTopLeft.y);
CGContextAddLineToPoint(ctx, rect.origin.x + [location scope], pointTopRight.y);
} else if(LEFT == [location edge]) {
CGContextAddLineToPoint(ctx, pointBottomRight.x, pointBottomRight.y);
CGContextAddLineToPoint(ctx, pointBottomLeft.x, pointBottomLeft.y);
CGContextAddLineToPoint(ctx, pointTopLeft.x, rect.origin.y + rect.size.height - [location scope]);
} else if(BOTTOM == [location edge]) {
CGContextAddLineToPoint(ctx, pointBottomRight.x, pointBottomRight.y);
CGContextAddLineToPoint(ctx, rect.origin.x + rect.size.width - [location scope], pointBottomLeft.y);
} else if(RIGHT == [location edge]) {
CGContextAddLineToPoint(ctx, pointBottomRight.x, rect.origin.y + [location scope] - ([self strokeWidth] / 2));
}
// Draw
CGContextStrokePath(ctx);
}
#pragma mark - Helper Methods
- (void)copyFrom:(XYZTimeoutLayer *)layer {
[self setPadding:[layer padding]];
[self setProgress:[layer progress]];
[self setStrokeWidth:[layer strokeWidth]];
[self setStrokeColor:[layer strokeColor]];
[self setDurationOfTimeoutAnimation:[layer durationOfTimeoutAnimation]];
}
- (CABasicAnimation *)createAnimationForKey:(NSString *)key {
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:key];
[animation setDuration:[self durationOfTimeoutAnimation]];
[animation setFromValue:[[self presentationLayer] valueForKey:key]];
[animation setTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear]];
return animation;
}
- (CGRect)drawRect {
CGRect rect = [self bounds];
CGRect drawRect = CGRectMake([self padding], [self padding],
rect.size.width - (self.padding * 2),
rect.size.height - (self.padding * 2));
return drawRect;
}
#end
XYZTimeoutLocation
#import Foundation;
#import CoreGraphics;
/**
* An enum used to mark end of timeout line.
*/
typedef NS_ENUM(NSUInteger, Edge) {
/**
* The end of timeout line is at top.
*/
TOP = 0,
/**
* The end of timeout line is at left.
*/
LEFT,
/**
* The end of timeout line is at bottom.
*/
BOTTOM,
/**
* The end of timeout line is at right.
*/
RIGHT
};
/**
* A class that holds end of timeout line.
*/
#interface XYZTimeoutLocation : NSObject
/**
* The edge of the view where timeout line ended.
*/
#property(nonatomic) Edge edge;
/**
* The end scope to draw.
*/
#property(nonatomic) CGFloat scope;
/**
* Calculates scope for specified percent value for given rect.
*
* #param percent A percent to calculate scope for it.
* #param rect A rect to calculate scope for it.
*
* #return A scope of rect for specified percent.
*/
+ (CGFloat)scopeForPercent:(CGFloat)percent rect:(CGRect)rect;
/**
* Returns an instance of MVPTimeoutLocation that holds edge of view and scope to draw for specified percent value for given rect.
*
* #param percent A percent to calculate scope for it.
* #param rect A rect to calculate scope for it.
*
* #return An instance of MVPTimeoutLocation that holds edge of view and scope to draw.
*/
+ (XYZTimeoutLocation *)endLocationForPercent:(CGFloat)percent rect:(CGRect)rect;
#end
#import "XYZTimeoutLocation.h"
#implementation XYZTimeoutLocation
+ (XYZTimeoutLocation *)endLocationForPercent:(CGFloat)percent rect:(CGRect)rect {
CGFloat scope = [XYZTimeoutLocation scopeForPercent:percent rect:rect];
XYZTimeoutLocation *location = [[XYZTimeoutLocation alloc] init];
if (scope > rect.size.height) {
scope -= rect.size.height;
if (scope > rect.size.width) {
scope -= rect.size.width;
if (scope > rect.size.height) {
scope -= rect.size.height;
location.edge = TOP;
location.scope = scope;
} else {
location.edge = LEFT;
location.scope = scope;
}
} else {
location.edge = BOTTOM;
location.scope = scope;
}
} else {
location.edge = RIGHT;
location.scope = scope;
}
return location;
}
+ (CGFloat)scopeForPercent:(CGFloat)percent rect:(CGRect)rect {
CGFloat scope = (rect.size.width * 2) + (rect.size.height * 2);
CGFloat scopeForPercent = (scope / 100) * percent;
return scopeForPercent;
}
#end
I'm not satisfied with [XYZTimeoutLocation endLocationForPercent] method. If somebody have a better idea how to do this, please update/edit.
In UIViewController insert code below to test:
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
[self.timeoutView setTranslatesAutoresizingMaskIntoConstraints:NO];
[self.timeoutView setStrokeColor:[UIColor greenColor]];
[self.timeoutView setDurationOfTimeoutAnimation:1];
[self.timeoutView setStrokeWidth:10.0f];
[self.timeoutView setPadding:10.0f];
self.percent = 0;
[NSTimer scheduledTimerWithTimeInterval:1 repeats:YES block:^(NSTimer * _Nonnull timer) {
if ((self.percent = (self.percent + 10)) > 100) {
self.percent = 0;
}
[self.timeoutView setProgress:self.percent];
}];
}
Related
I am building a scratch card experience where I have a background color and a transparent png on the top.
Beneath this, I have the actual image with the content of the scratch card.
I want to combine the background color and the transparent image as one uiimage so that when i scratch this, I am able to see the below content.
I have tried putting a background color to the actual image but when I scratch it, I cannot see the content. Instead the background color starts clearing the transparent image.
I have written the following code for clearing the area of the image after i touch it:
- (UIImage *)addTouches:(NSSet *)touches {
CGSize size = CGSizeMake(self.image.size.width * self.image.scale, self.image.size.height * self.image.scale);
CGContextRef ctx = _imageContext;
CGContextSetFillColorWithColor(ctx,[UIColor clearColor].CGColor);
CGContextSetStrokeColorWithColor(ctx,[UIColor colorWithRed:0 green:0 blue:0 alpha:0].CGColor);
int tempFilled = _tilesFilled;
// process touches
for (UITouch *touch in touches) {
CGContextBeginPath(ctx);
CGPoint touchPoint = [touch locationInView:self];
touchPoint = fromUItoQuartz(touchPoint, self.bounds.size);
touchPoint = scalePoint(touchPoint, self.bounds.size, size);
if(UITouchPhaseBegan == touch.phase){
[self.touchPoints removeAllObjects];
[self.touchPoints addObject:[NSValue valueWithCGPoint:touchPoint]];
[self.touchPoints addObject:[NSValue valueWithCGPoint:touchPoint]];
// on begin, we just draw ellipse
CGRect rect = CGRectMake(touchPoint.x - _radius, touchPoint.y - _radius, _radius*2, _radius*2);
CGContextAddEllipseInRect(ctx, rect);
CGContextFillPath(ctx);
static const FillTileWithPointFunc fillTileFunc = (FillTileWithPointFunc) [self methodForSelector:#selector(fillTileWithPoint:)];
(*fillTileFunc)(self,#selector(fillTileWithPoint:),rect.origin);
} else if (UITouchPhaseMoved == touch.phase) {
[self.touchPoints addObject:[NSValue valueWithCGPoint:touchPoint]];
// then touch moved, we draw superior-width line
CGContextSetStrokeColor(ctx, CGColorGetComponents([UIColor clearColor].CGColor));
CGContextSetLineCap(ctx, kCGLineCapRound);
CGContextSetLineWidth(ctx, 2 * _radius);
// CGContextMoveToPoint(ctx, prevPoint.x, prevPoint.y);
// CGContextAddLineToPoint(ctx, rect.origin.x, rect.origin.y);
while(self.touchPoints.count > 3){
CGPoint bezier[4];
bezier[0] = ((NSValue*)self.touchPoints[1]).CGPointValue;
bezier[3] = ((NSValue*)self.touchPoints[2]).CGPointValue;
CGFloat k = 0.3;
CGFloat len = sqrt(pow(bezier[3].x - bezier[0].x, 2) + pow(bezier[3].y - bezier[0].y, 2));
bezier[1] = ((NSValue*)self.touchPoints[0]).CGPointValue;
bezier[1] = [self normalizeVector:CGPointMake(bezier[0].x - bezier[1].x - (bezier[0].x - bezier[3].x), bezier[0].y - bezier[1].y - (bezier[0].y - bezier[3].y) )];
bezier[1].x *= len * k;
bezier[1].y *= len * k;
bezier[1].x += bezier[0].x;
bezier[1].y += bezier[0].y;
bezier[2] = ((NSValue*)self.touchPoints[3]).CGPointValue;
bezier[2] = [self normalizeVector:CGPointMake( (bezier[3].x - bezier[2].x) - (bezier[3].x - bezier[0].x), (bezier[3].y - bezier[2].y) - (bezier[3].y - bezier[0].y) )];
bezier[2].x *= len * k;
bezier[2].y *= len * k;
bezier[2].x += bezier[3].x;
bezier[2].y += bezier[3].y;
CGContextMoveToPoint(ctx, bezier[0].x, bezier[0].y);
CGContextAddCurveToPoint(ctx, bezier[1].x, bezier[1].y, bezier[2].x, bezier[2].y, bezier[3].x, bezier[3].y);
[self.touchPoints removeObjectAtIndex:0];
}
CGContextStrokePath(ctx);
CGPoint prevPoint = [touch previousLocationInView:self];
prevPoint = fromUItoQuartz(prevPoint, self.bounds.size);
prevPoint = scalePoint(prevPoint, self.bounds.size, size);
static const FillTileWithTwoPointsFunc fillTileFunc = (FillTileWithTwoPointsFunc) [self methodForSelector:#selector(fillTileWithTwoPoints:end:)];
(*fillTileFunc)(self,#selector(fillTileWithTwoPoints:end:),touchPoint, prevPoint);
}
}
// was _tilesFilled changed?
if(tempFilled != _tilesFilled) {
[_delegate mdScratchImageView:self didChangeMaskingProgress:self.maskingProgress];
}
CGImageRef cgImage = CGBitmapContextCreateImage(ctx);
UIImage *image = [UIImage imageWithCGImage:cgImage];
CGImageRelease(cgImage);
return image;
}
/*
* filling tile with one ellipse
*/
-(void)fillTileWithPoint:(CGPoint) point{
size_t x,y;
point.x = MAX( MIN(point.x, self.image.size.width - 1) , 0);
point.y = MAX( MIN(point.y, self.image.size.height - 1), 0);
x = point.x * self.maskedMatrix.max.x / self.image.size.width;
y = point.y * self.maskedMatrix.max.y / self.image.size.height;
char value = [self.maskedMatrix valueForCoordinates:x y:y];
if (!value){
[self.maskedMatrix setValue:1 forCoordinates:x y:y];
_tilesFilled++;
}
}
/*
* filling tile with line
*/
-(void)fillTileWithTwoPoints:(CGPoint)begin end:(CGPoint)end{
CGFloat incrementerForx,incrementerFory;
static const FillTileWithPointFunc fillTileFunc = (FillTileWithPointFunc) [self methodForSelector:#selector(fillTileWithPoint:)];
/* incrementers - about size of a tile */
incrementerForx = (begin.x < end.x ? 1 : -1) * self.image.size.width / _tilesX;
incrementerFory = (begin.y < end.y ? 1 : -1) * self.image.size.height / _tilesY;
// iterate on points between begin and end
CGPoint i = begin;
while(i.x <= MAX(begin.x, end.x) && i.y <= MAX(begin.y, end.y) && i.x >= MIN(begin.x, end.x) && i.y >= MIN(begin.y, end.y)){
(*fillTileFunc)(self,#selector(fillTileWithPoint:),i);
i.x += incrementerForx;
i.y += incrementerFory;
}
(*fillTileFunc)(self,#selector(fillTileWithPoint:),end);
}
What you probably want to do is use a Layer Mask.
When masking a layer, from Apple's docs:
The layer’s alpha channel determines how much of the layer’s content and background shows through. Fully or partially opaque pixels allow the underlying content to show through, but fully transparent pixels block that content.
So, you'd want to use a path to mask your dark circle.
However, to get the "scratch off" effect, you would need to draw the path with a Clear stroke... which you cannot accomplish with a CAShapeLayer.
So, we'll use a custom CALayer subclass.
MyShapeLayer.h
//
// MyShapeLayer.h
//
#import <QuartzCore/QuartzCore.h>
#interface MyShapeLayer : CALayer
#property(nonatomic) CGPathRef path;
#end
MyShapeLayer.m
//
// MyShapeLayer.m
//
#import <UIKit/UIKit.h>
#import "MyShapeLayer.h"
#implementation MyShapeLayer
- (void)drawInContext:(CGContextRef)inContext {
// fill entire layer with solid color
CGContextSetGrayFillColor(inContext, 0.0, 1.0);
CGContextFillRect(inContext, self.bounds);
// we want to "clear" the stroke
CGContextSetStrokeColorWithColor(inContext, [UIColor clearColor].CGColor);
// any color will work, as the mask uses the alpha value
CGContextSetFillColorWithColor(inContext, [UIColor whiteColor].CGColor);
// adjust drawing-line-width as desired
CGContextSetLineWidth(inContext, 60.0);
CGContextSetLineCap(inContext, kCGLineCapRound);
CGContextSetLineJoin(inContext, kCGLineJoinRound);
CGContextAddPath(inContext, self.path);
CGContextSetBlendMode(inContext, kCGBlendModeSourceIn);
CGContextDrawPath(inContext, kCGPathFillStroke);
}
#end
Now we can create a UIView subclass to draw a filled-circle path on a CAShapeLayer and mask it with our MyShapeLayer.
ScratchOffView.h
//
// ScratchOffView.h
//
#import <UIKit/UIKit.h>
#interface ScratchOffView : UIView
#property (assign, readwrite) CGFloat expandedBounds;
#end
ScratchOffView.m
//
// ScratchOffView.m
//
#import "ScratchOffView.h"
#import "MyShapeLayer.h"
#interface ScratchOffView()
#property (strong, nonatomic) UIBezierPath *maskPath;
#property (strong, nonatomic) MyShapeLayer *maskLayer;
#property (strong, nonatomic) CAShapeLayer *scratchOffShapeLayer;
#property (strong, nonatomic) CALayer *scratchOffLayer;
#end
#implementation ScratchOffView
- (instancetype)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
[self commonInit];
}
return self;
}
- (instancetype)initWithCoder:(NSCoder *)coder
{
self = [super initWithCoder:coder];
if (self) {
[self commonInit];
}
return self;
}
- (void)commonInit {
_maskPath = [UIBezierPath new];
_maskLayer = [MyShapeLayer new];
_scratchOffLayer = [CALayer new];
_scratchOffShapeLayer = [CAShapeLayer new];
// Important, otherwise you will get a black rectangle
_maskLayer.opaque = NO;
// add the layer holding the shape to "Scratch Off"
[self.layer addSublayer:_scratchOffShapeLayer];
UIColor *c = [UIColor colorWithRed:50.0 / 255.0 green:150.0 / 255.0 blue:140.0 / 255.0 alpha:1.0];
[_scratchOffShapeLayer setFillColor:c.CGColor];
// set the mask layer
[_scratchOffShapeLayer setMask:_maskLayer];
// default 0.0 == no expanded bounds for touch
_expandedBounds = 0.0;
}
- (void)layoutSubviews {
[super layoutSubviews];
[_maskLayer setFrame:[self bounds]];
[_scratchOffShapeLayer setFrame:[self bounds]];
UIBezierPath *b = [UIBezierPath bezierPathWithOvalInRect:[self bounds]];
[_scratchOffShapeLayer setPath:b.CGPath];
// triggers drawInContext
[_maskLayer setNeedsDisplay];
}
- (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self];
[_maskPath moveToPoint:currentPoint];
}
- (void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self];
// add line to our maskPath
[_maskPath addLineToPoint:currentPoint];
// update the mask layer path
[_maskLayer setPath:_maskPath.CGPath];
// triggers drawInContext
[_maskLayer setNeedsDisplay];
}
- (BOOL)pointInside:(CGPoint)point withEvent:(UIEvent *)event {
// accept touch if within expanded bounds
// setting _expandedBounds to a Positive number allows the
// touches to start outside the frame
CGRect r = CGRectInset([self bounds], -_expandedBounds, -_expandedBounds);
return CGRectContainsPoint(r, point);
}
#end
Note that we've added a property: expandedBounds. Since the touches will only register if they begin on this view, we can (virtually) expand the bounds of the view so the user can touch and "drag into the circle."
Here is a complete example implementation. To try and match your question, I use this image (420 x 460 pixels) as the "background" image:
and this image (284 x 284 pixels) as the "image to reveal under the scratch-off circle" (the transparent area is the size we want the circle to be):
ScratchOffTestViewController.h
//
// ScratchOffTestViewController.h
//
#import <UIKit/UIKit.h>
#interface ScratchOffTestViewController : UIViewController
#end
ScratchOffTestViewController.m
//
// ScratchOffTestViewController.m
//
#import "ScratchOffTestViewController.h"
#import "ScratchOffView.h"
#interface ScratchOffTestViewController ()
#property (strong, nonatomic) ScratchOffView *scratchOffView;
#end
#implementation ScratchOffTestViewController
- (void)viewDidLoad {
[super viewDidLoad];
self.view.backgroundColor = [UIColor whiteColor];
// create the Scratch Off View
_scratchOffView = [ScratchOffView new];
// load background and giftBox image
UIImage *bkgImage = [UIImage imageNamed:#"backgroundImage"];
UIImage *giftBoxImage = [UIImage imageNamed:#"giftBox"];
if (!bkgImage || !giftBoxImage) {
NSLog(#"Could not load images!!!");
return;
}
UIImageView *bkgImageView = [UIImageView new];
UIImageView *giftImageView = [UIImageView new];
bkgImageView.image = bkgImage;
giftImageView.image = giftBoxImage;
bkgImageView.translatesAutoresizingMaskIntoConstraints = NO;
giftImageView.translatesAutoresizingMaskIntoConstraints = NO;
_scratchOffView.translatesAutoresizingMaskIntoConstraints = NO;
[self.view addSubview:bkgImageView];
[self.view addSubview:giftImageView];
[self.view addSubview:_scratchOffView];
UILayoutGuide *g = [self.view safeAreaLayoutGuide];
[NSLayoutConstraint activateConstraints:#[
// constrain background image view to background image size
[bkgImageView.widthAnchor constraintEqualToConstant:bkgImage.size.width],
[bkgImageView.heightAnchor constraintEqualToConstant:bkgImage.size.height],
// centered
[bkgImageView.centerXAnchor constraintEqualToAnchor:g.centerXAnchor],
[bkgImageView.centerYAnchor constraintEqualToAnchor:g.centerYAnchor],
// constrain giftBox image view to giftBox image size
[giftImageView.widthAnchor constraintEqualToConstant:giftBoxImage.size.width],
[giftImageView.heightAnchor constraintEqualToConstant:giftBoxImage.size.height],
// centered horizontally, and a little above vertically
[giftImageView.centerXAnchor constraintEqualToAnchor:bkgImageView.centerXAnchor],
[giftImageView.centerYAnchor constraintEqualToAnchor:bkgImageView.centerYAnchor],
// constrain Scratch Off View to giftImageView
[_scratchOffView.widthAnchor constraintEqualToAnchor:giftImageView.widthAnchor],
[_scratchOffView.heightAnchor constraintEqualToAnchor:giftImageView.widthAnchor],
[_scratchOffView.centerXAnchor constraintEqualToAnchor:giftImageView.centerXAnchor],
[_scratchOffView.centerYAnchor constraintEqualToAnchor:giftImageView.centerYAnchor],
]];
// expand the touch bounds of the Scratch Off View by 80-pts
_scratchOffView.expandedBounds = 80.0;
return;
}
#end
On start, we see this:
and after touch-drag a bit on the circle, we see this:
If we continue dragging our touch around, the dark-green circle will eventually be completely gone -- we will have "scratched it off."
I'm using this class to create a circular slider but i have a problem,how to not allow when user slide from 1% to 100% and vice versa? Please help me to fix this issue. Thanks in advance.
Here is code:
#interface SLCircularSlider()
#property (nonatomic) CGPoint thumbCenterPoint;
#pragma mark - Init and Setup methods
- (void)setup;
#pragma mark - Thumb management methods
- (BOOL)isPointInThumb:(CGPoint)point;
#pragma mark - Drawing methods
- (CGFloat)sliderRadius;
- (void)drawThumbAtPoint:(CGPoint)sliderButtonCenterPoint inContext:(CGContextRef)context;
- (CGPoint)drawCircularTrack:(float)track atPoint:(CGPoint)point withRadius:(CGFloat)radius inContext:(CGContextRef)context;
- (CGPoint)drawPieTrack:(float)track atPoint:(CGPoint)point withRadius:(CGFloat)radius inContext:(CGContextRef)context;
#end
#pragma mark -
#implementation SLCircularSlider
#synthesize value = _value;
- (void)setValue:(float)value {
if (value != _value) {
if (value > self.maximumValue) { value = self.maximumValue; }
if (value < self.minimumValue) { value = self.minimumValue; }
_value = value;
[self setNeedsDisplay];
if (self.isContinuous) {
[self sendActionsForControlEvents:UIControlEventValueChanged];
}
}
}
#synthesize minimumValue = _minimumValue;
- (void)setMinimumValue:(float)minimumValue {
if (minimumValue != _minimumValue) {
_minimumValue = minimumValue;
if (self.maximumValue < self.minimumValue) { self.maximumValue = self.minimumValue; }
if (self.value < self.minimumValue) { self.value = self.minimumValue; }
}
}
#synthesize maximumValue = _maximumValue;
- (void)setMaximumValue:(float)maximumValue {
if (maximumValue != _maximumValue) {
_maximumValue = maximumValue;
if (self.minimumValue > self.maximumValue) { self.minimumValue = self.maximumValue; }
if (self.value > self.maximumValue) { self.value = self.maximumValue; }
}
}
#synthesize minimumTrackTintColor = _minimumTrackTintColor;
- (void)setMinimumTrackTintColor:(UIColor *)minimumTrackTintColor {
if (![minimumTrackTintColor isEqual:_minimumTrackTintColor]) {
_minimumTrackTintColor = minimumTrackTintColor;
[self setNeedsDisplay];
}
}
#synthesize maximumTrackTintColor = _maximumTrackTintColor;
- (void)setMaximumTrackTintColor:(UIColor *)maximumTrackTintColor {
if (![maximumTrackTintColor isEqual:_maximumTrackTintColor]) {
_maximumTrackTintColor = maximumTrackTintColor;
[self setNeedsDisplay];
}
}
#synthesize thumbTintColor = _thumbTintColor;
- (void)setThumbTintColor:(UIColor *)thumbTintColor {
if (![thumbTintColor isEqual:_thumbTintColor]) {
_thumbTintColor = thumbTintColor;
[self setNeedsDisplay];
}
}
#synthesize continuous = _continuous;
#synthesize sliderStyle = _sliderStyle;
- (void)setSliderStyle:(UICircularSliderStyle)sliderStyle {
if (sliderStyle != _sliderStyle) {
_sliderStyle = sliderStyle;
[self setNeedsDisplay];
}
}
#synthesize thumbCenterPoint = _thumbCenterPoint;
/** #name Init and Setup methods */
#pragma mark - Init and Setup methods
- (id)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self) {
[self setup];
}
return self;
}
- (void)awakeFromNib {
[self setup];
}
- (void)setup {
self.value = 0.0;
self.minimumValue = 0.0;
self.maximumValue = 1.0;
/*self.minimumTrackTintColor = [UIColor blueColor];
self.maximumTrackTintColor = [UIColor whiteColor];
self.thumbTintColor = [UIColor darkGrayColor];*/
self.minimumTrackTintColor = [UIColor clearColor];
self.maximumTrackTintColor = [UIColor clearColor];
self.thumbTintColor = [UIColor clearColor];
self.continuous = YES;
self.thumbCenterPoint = CGPointZero;
/**
* This tapGesture isn't used yet but will allow to jump to a specific location in the circle
*/
UITapGestureRecognizer *tapGestureRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(tapGestureHappened:)];
[self addGestureRecognizer:tapGestureRecognizer];
UIPanGestureRecognizer *panGestureRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(panGestureHappened:)];
panGestureRecognizer.maximumNumberOfTouches = panGestureRecognizer.minimumNumberOfTouches;
[self addGestureRecognizer:panGestureRecognizer];
}
/** #name Drawing methods */
#pragma mark - Drawing methods
#define kLineWidth 5.0
#define kThumbRadius 12.0
- (CGFloat)sliderRadius {
CGFloat radius = MIN(self.bounds.size.width/2, self.bounds.size.height/2);
radius -= MAX(kLineWidth, kThumbRadius);
return radius;
}
- (void)drawThumbAtPoint:(CGPoint)sliderButtonCenterPoint inContext:(CGContextRef)context {
UIGraphicsPushContext(context);
CGContextBeginPath(context);
CGContextMoveToPoint(context, sliderButtonCenterPoint.x, sliderButtonCenterPoint.y);
CGContextAddArc(context, sliderButtonCenterPoint.x, sliderButtonCenterPoint.y, kThumbRadius, 0.0, 2*M_PI, NO);
CGContextFillPath(context);
UIGraphicsPopContext();
}
- (CGPoint)drawCircularTrack:(float)track atPoint:(CGPoint)center withRadius:(CGFloat)radius inContext:(CGContextRef)context {
UIGraphicsPushContext(context);
CGContextBeginPath(context);
float angleFromTrack = translateValueFromSourceIntervalToDestinationInterval(track, self.minimumValue, self.maximumValue, 0, 2*M_PI);
CGFloat startAngle = -M_PI_2;
CGFloat endAngle = startAngle + angleFromTrack;
CGContextAddArc(context, center.x, center.y, radius, startAngle, endAngle, NO);
CGPoint arcEndPoint = CGContextGetPathCurrentPoint(context);
CGContextStrokePath(context);
UIGraphicsPopContext();
return arcEndPoint;
}
- (CGPoint)drawPieTrack:(float)track atPoint:(CGPoint)center withRadius:(CGFloat)radius inContext:(CGContextRef)context {
UIGraphicsPushContext(context);
float angleFromTrack = translateValueFromSourceIntervalToDestinationInterval(track, self.minimumValue, self.maximumValue, 0, 2*M_PI);
CGFloat startAngle = -M_PI_2;
CGFloat endAngle = startAngle + angleFromTrack;
CGContextMoveToPoint(context, center.x, center.y);
CGContextAddArc(context, center.x, center.y, radius, startAngle, endAngle, NO);
CGPoint arcEndPoint = CGContextGetPathCurrentPoint(context);
CGContextClosePath(context);
CGContextFillPath(context);
UIGraphicsPopContext();
return arcEndPoint;
}
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
CGPoint middlePoint;
middlePoint.x = self.bounds.origin.x + self.bounds.size.width/2;
middlePoint.y = self.bounds.origin.y + self.bounds.size.height/2;
CGContextSetLineWidth(context, kLineWidth);
CGFloat radius = [self sliderRadius];
switch (self.sliderStyle) {
case UICircularSliderStylePie:
[self.maximumTrackTintColor setFill];
[self drawPieTrack:self.maximumValue atPoint:middlePoint withRadius:radius inContext:context];
[self.minimumTrackTintColor setStroke];
[self drawCircularTrack:self.maximumValue atPoint:middlePoint withRadius:radius inContext:context];
[self.minimumTrackTintColor setFill];
self.thumbCenterPoint = [self drawPieTrack:self.value atPoint:middlePoint withRadius:radius inContext:context];
break;
case UICircularSliderStyleCircle:
default:
[self.maximumTrackTintColor setStroke];
[self drawCircularTrack:self.maximumValue atPoint:middlePoint withRadius:radius inContext:context];
[self.minimumTrackTintColor setStroke];
self.thumbCenterPoint = [self drawCircularTrack:self.value atPoint:middlePoint withRadius:radius inContext:context];
break;
}
[self.thumbTintColor setFill];
[self drawThumbAtPoint:self.thumbCenterPoint inContext:context];
}
/** #name Thumb management methods */
#pragma mark - Thumb management methods
- (BOOL)isPointInThumb:(CGPoint)point {
CGRect thumbTouchRect = CGRectMake(self.thumbCenterPoint.x - kThumbRadius, self.thumbCenterPoint.y - kThumbRadius, kThumbRadius*2, kThumbRadius*2);
return CGRectContainsPoint(thumbTouchRect, point);
}
/** #name UIGestureRecognizer management methods */
#pragma mark - UIGestureRecognizer management methods
- (void)panGestureHappened:(UIPanGestureRecognizer *)panGestureRecognizer {
CGPoint tapLocation = [panGestureRecognizer locationInView:self];
/* UILabel* percentlbl =(UILabel*) [self.superview viewWithTag:10];
NSLog(#"percentlbl frame %f",percentlbl.frame.origin.y
);
if (CGRectContainsPoint(percentlbl.frame, tapLocation)) {
NSLog(#"Tapped label");
}*/
switch (panGestureRecognizer.state) {
case UIGestureRecognizerStateChanged: {
CGFloat radius = [self sliderRadius];
CGPoint sliderCenter = CGPointMake(self.bounds.size.width/2, self.bounds.size.height/2);
CGPoint sliderStartPoint = CGPointMake(sliderCenter.x, sliderCenter.y - radius);
CGFloat angle = angleBetweenThreePoints(sliderCenter, sliderStartPoint, tapLocation);
if (angle < 0) {
angle = -angle;
}
else {
angle = 2*M_PI - angle;
}
self.value = translateValueFromSourceIntervalToDestinationInterval(angle, 0, 2*M_PI, self.minimumValue, self.maximumValue);
break;
}
case UIGestureRecognizerStateEnded:
if (!self.isContinuous) {
[self sendActionsForControlEvents:UIControlEventValueChanged];
}
if ([self isPointInThumb:tapLocation]) {
[self sendActionsForControlEvents:UIControlEventTouchUpInside];
}
else {
[self sendActionsForControlEvents:UIControlEventTouchUpOutside];
}
break;
default:
break;
}
}
- (void)tapGestureHappened:(UITapGestureRecognizer *)tapGestureRecognizer {
if (tapGestureRecognizer.state == UIGestureRecognizerStateEnded) {
CGPoint tapLocation = [tapGestureRecognizer locationInView:self];
if ([self isPointInThumb:tapLocation]) {
}
else {
}
}
}
/** #name Touches Methods */
#pragma mark - Touches Methods
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[super touchesBegan:touches withEvent:event];
UITouch *touch = [touches anyObject];
CGPoint touchLocation = [touch locationInView:self];
if ([self isPointInThumb:touchLocation]) {
[self sendActionsForControlEvents:UIControlEventTouchDown];
}
}
#end
/** #name Utility Functions */
#pragma mark - Utility Functions
float translateValueFromSourceIntervalToDestinationInterval(float sourceValue, float sourceIntervalMinimum, float sourceIntervalMaximum, float destinationIntervalMinimum, float destinationIntervalMaximum) {
float a, b, destinationValue;
a = (destinationIntervalMaximum - destinationIntervalMinimum) / (sourceIntervalMaximum - sourceIntervalMinimum);
b = destinationIntervalMaximum - a*sourceIntervalMaximum;
destinationValue = a*sourceValue + b;
return destinationValue;
}
CGFloat angleBetweenThreePoints(CGPoint centerPoint, CGPoint p1, CGPoint p2) {
CGPoint v1 = CGPointMake(p1.x - centerPoint.x, p1.y - centerPoint.y);
CGPoint v2 = CGPointMake(p2.x - centerPoint.x, p2.y - centerPoint.y);
CGFloat angle = atan2f(v2.x*v1.y - v1.x*v2.y, v1.x*v2.x + v1.y*v2.y);
return angle;
}
What you need to do is add a stage in your gesture recognition where you determine if the user is increasing or decreasing the counter. If decreasing, do not respond to decrease changes once the value drops below zero (probable you want to be able to get to zero, not stop at one despite what the question says?). If increasing, don't respond to increase changes once value gets to 100%. You need to ensure of course that while at the maximum you continue to be responsive if the user changes to decrease the value, and likewise to increasing when at zero.
I'm working with Quiz related App. Here will display the custom circular progress bar based the percentage value from correct answers divider by total questions and multiply by 100.
And get the resulted value as percentage and then the resulted value divided by 100 for get the float values, because the progress animation value is "0.0 to 1.0"
Here I use the library "DACircularProgressView".
Now the progress working with clockwise animation. But I need anti clockwise animation.
If you anybody know kindly give the siggestion. I really don't know how to change rotation animation in "DACircularProgressView".
//
// DACircularProgressView.h
// DACircularProgress
//
// Created by Daniel Amitay on 2/6/12.
// Copyright (c) 2012 Daniel Amitay. All rights reserved.
//
#import <UIKit/UIKit.h>
#interface DACircularProgressView : UIView
#property(nonatomic, strong) UIColor *trackTintColor UI_APPEARANCE_SELECTOR;
#property(nonatomic, strong) UIColor *progressTintColor UI_APPEARANCE_SELECTOR;
#property(nonatomic) NSInteger roundedCorners UI_APPEARANCE_SELECTOR; // Can not use BOOL with UI_APPEARANCE_SELECTOR :-(
#property(nonatomic) CGFloat thicknessRatio UI_APPEARANCE_SELECTOR;
#property(nonatomic) CGFloat progress;
#property(nonatomic) CGFloat indeterminateDuration UI_APPEARANCE_SELECTOR;
#property(nonatomic) NSInteger indeterminate UI_APPEARANCE_SELECTOR; // Can not use BOOL with UI_APPEARANCE_SELECTOR :-(
- (void)setProgress:(CGFloat)progress animated:(BOOL)animated;
#end
//
// DACircularProgressView.m
// DACircularProgress
//
// Created by Daniel Amitay on 2/6/12.
// Copyright (c) 2012 Daniel Amitay. All rights reserved.
//
#import "DACircularProgressView.h"
#import <QuartzCore/QuartzCore.h>
#interface DACircularProgressLayer : CALayer
#property(nonatomic, strong) UIColor *trackTintColor;
#property(nonatomic, strong) UIColor *progressTintColor;
#property(nonatomic) NSInteger roundedCorners;
#property(nonatomic) CGFloat thicknessRatio;
#property(nonatomic) CGFloat progress;
#end
#implementation DACircularProgressLayer
#dynamic trackTintColor;
#dynamic progressTintColor;
#dynamic roundedCorners;
#dynamic thicknessRatio;
#dynamic progress;
+ (BOOL)needsDisplayForKey:(NSString *)key
{
return [key isEqualToString:#"progress"] ? YES : [super needsDisplayForKey:key];
}
- (void)drawInContext:(CGContextRef)context
{
CGRect rect = self.bounds;
CGPoint centerPoint = CGPointMake(rect.size.height / 2, rect.size.width / 2);
CGFloat radius = MIN(rect.size.height, rect.size.width) / 2;
CGFloat progress = MIN(self.progress, 1.f - FLT_EPSILON);
CGFloat radians = (progress * 2 * M_PI) - M_PI_2;
CGContextSetFillColorWithColor(context, self.trackTintColor.CGColor);
CGMutablePathRef trackPath = CGPathCreateMutable();
CGPathMoveToPoint(trackPath, NULL, centerPoint.x, centerPoint.y);
CGPathAddArc(trackPath, NULL, centerPoint.x, centerPoint.y, radius, 3 * M_PI_2, -M_PI_2, NO);
CGPathCloseSubpath(trackPath);
CGContextAddPath(context, trackPath);
CGContextFillPath(context);
CGPathRelease(trackPath);
if (progress > 0.f)
{
CGContextSetFillColorWithColor(context, self.progressTintColor.CGColor);
CGMutablePathRef progressPath = CGPathCreateMutable();
CGPathMoveToPoint(progressPath, NULL, centerPoint.x, centerPoint.y);
CGPathAddArc(progressPath, NULL, centerPoint.x, centerPoint.y, radius, 3 * M_PI_2, radians, NO);
CGPathCloseSubpath(progressPath);
CGContextAddPath(context, progressPath);
CGContextFillPath(context);
CGPathRelease(progressPath);
}
if (progress > 0.f && self.roundedCorners)
{
CGFloat pathWidth = radius * self.thicknessRatio;
CGFloat xOffset = radius * (1.f + ((1 - (self.thicknessRatio / 2.f)) * cosf(radians)));
CGFloat yOffset = radius * (1.f + ((1 - (self.thicknessRatio / 2.f)) * sinf(radians)));
CGPoint endPoint = CGPointMake(xOffset, yOffset);
CGContextAddEllipseInRect(context, CGRectMake(centerPoint.x - pathWidth / 2, 0, pathWidth, pathWidth));
CGContextFillPath(context);
CGContextAddEllipseInRect(context, CGRectMake(endPoint.x - pathWidth / 2, endPoint.y - pathWidth / 2, pathWidth, pathWidth));
CGContextFillPath(context);
}
CGContextSetBlendMode(context, kCGBlendModeClear);
CGFloat innerRadius = radius * (1.f - self.thicknessRatio);
CGPoint newCenterPoint = CGPointMake(centerPoint.x - innerRadius, centerPoint.y - innerRadius);
CGContextAddEllipseInRect(context, CGRectMake(newCenterPoint.x, newCenterPoint.y, innerRadius * 2, innerRadius * 2));
CGContextFillPath(context);
}
#end
#implementation DACircularProgressView
+ (void) initialize
{
if (self != [DACircularProgressView class])
return;
id appearance = [self appearance];
[appearance setTrackTintColor:[[UIColor whiteColor] colorWithAlphaComponent:0.3f]];
[appearance setProgressTintColor:[UIColor whiteColor]];
[appearance setThicknessRatio:0.3f];
[appearance setRoundedCorners:NO];
[appearance setIndeterminateDuration:2.0f];
[appearance setIndeterminate:NO];
}
+ (Class)layerClass
{
return [DACircularProgressLayer class];
}
- (DACircularProgressLayer *)circularProgressLayer
{
return (DACircularProgressLayer *)self.layer;
}
- (id)init
{
return [self initWithFrame:CGRectMake(0.0f, 0.0f, 40.0f, 40.0f)];
}
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self)
{
self.backgroundColor = [UIColor clearColor];
}
return self;
}
- (void)didMoveToWindow
{
self.circularProgressLayer.contentsScale = [UIScreen mainScreen].scale;
}
#pragma mark - Progress
-(CGFloat)progress
{
return self.circularProgressLayer.progress;
}
- (void)setProgress:(CGFloat)progress
{
[self setProgress:progress animated:NO];
}
- (void)setProgress:(CGFloat)progress animated:(BOOL)animated
{
CGFloat pinnedProgress = MIN(MAX(progress, 0.f), 1.f);
if (animated)
{
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"progress"];
animation.duration = fabsf(self.progress - pinnedProgress); // Same duration as UIProgressView animation
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
animation.fromValue = [NSNumber numberWithFloat:self.progress];
animation.toValue = [NSNumber numberWithFloat:pinnedProgress];
[self.circularProgressLayer addAnimation:animation forKey:#"progress"];
// [self.circularProgressLayer setFrame:CGRectMake(3, 3, 40, 40)];
}
else
{
[self.circularProgressLayer setNeedsDisplay];
}
self.circularProgressLayer.progress = pinnedProgress;
}
#pragma mark - UIAppearance methods
- (UIColor *)trackTintColor
{
return self.circularProgressLayer.trackTintColor;
}
- (void)setTrackTintColor:(UIColor *)trackTintColor
{
self.circularProgressLayer.trackTintColor = trackTintColor;
[self.circularProgressLayer setNeedsDisplay];
}
- (UIColor *)progressTintColor
{
return self.circularProgressLayer.progressTintColor;
}
- (void)setProgressTintColor:(UIColor *)progressTintColor
{
self.circularProgressLayer.progressTintColor = progressTintColor;
[self.circularProgressLayer setNeedsDisplay];
}
- (NSInteger)roundedCorners
{
return self.roundedCorners;
}
-(void)setRoundedCorners:(NSInteger)roundedCorners
{
self.circularProgressLayer.roundedCorners = roundedCorners;
[self.circularProgressLayer setNeedsDisplay];
}
-(CGFloat)thicknessRatio
{
return self.circularProgressLayer.thicknessRatio;
}
- (void)setThicknessRatio:(CGFloat)thicknessRatio
{
self.circularProgressLayer.thicknessRatio = MIN(MAX(thicknessRatio, 0.f), 1.f);
[self.circularProgressLayer setNeedsDisplay];
}
- (NSInteger)indeterminate
{
CAAnimation *spinAnimation = [self.layer animationForKey:#"indeterminateAnimation"];
return spinAnimation;
}
- (void)setIndeterminate:(NSInteger)indeterminate
{
if (indeterminate && !self.indeterminate)
{
CABasicAnimation *spinAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation"];
spinAnimation.byValue = [NSNumber numberWithFloat:2.0f*M_PI];
spinAnimation.duration = self.indeterminateDuration;
spinAnimation.repeatCount = HUGE_VALF;
[self.layer addAnimation:spinAnimation forKey:#"indeterminateAnimation"];
}
else
{
[self.layer removeAnimationForKey:#"indeterminateAnimation"];
}
}
#end
In my own class,
self.largeProgressView = [[DACircularProgressView alloc] initWithFrame:CGRectMake(10.0f, 85.0f, 78.0f, 78.0f)];
self.largeProgressView.roundedCorners = NO;
self.largeProgressView.trackTintColor = THIK_GRAY_COLOR;
self.largeProgressView.progressTintColor = LIGHT_GREEN_COLOR;
self.largeProgressView.thicknessRatio = 0.2f;
[self.largeProgressView setBackgroundColor:[UIColor clearColor]];
[resultatsCategoryView addSubview:self.largeProgressView];
total = [TotalQuestionsCount floatValue];
current = [CorrectAnswersCount floatValue];
percentageCompleted = current / total * 100;
percentageCompleted = percentageCompleted / 100;
//NSLog(#"percentageCompleted = %f",percentageCompleted);
for (DACircularProgressView *progressView in [NSArray arrayWithObjects:self.largeProgressView, nil])
{
CGFloat progress = percentageCompleted;
//NSLog(#"progress = %f",progress);
[progressView setProgress:progress animated:YES];
if (progressView.progress >= 1.0f && [self.timer isValid])
{
[progressView setProgress:0.f animated:YES];
}
}
use below code i hav changed a bit replace above .m file by below .m file
hope this helps u
#import "DACircularProgressView.h"
#import <QuartzCore/QuartzCore.h>
#interface DACircularProgressLayer : CALayer
#property(nonatomic, strong) UIColor *trackTintColor;
#property(nonatomic, strong) UIColor *progressTintColor;
#property(nonatomic) NSInteger roundedCorners;
#property(nonatomic) CGFloat thicknessRatio;
#property(nonatomic) CGFloat progress;
#end
#implementation DACircularProgressLayer
#dynamic trackTintColor;
#dynamic progressTintColor;
#dynamic roundedCorners;
#dynamic thicknessRatio;
#dynamic progress;
+ (BOOL)needsDisplayForKey:(NSString *)key
{
return [key isEqualToString:#"progress"] ? YES : [super needsDisplayForKey:key];
}
- (void)drawInContext:(CGContextRef)context
{
CGRect rect = self.bounds;
CGPoint centerPoint = CGPointMake(rect.size.height / 2.0f, rect.size.width / 2.0f);
CGFloat radius = MIN(rect.size.height, rect.size.width) / 2.0f;
CGFloat progress = MIN(self.progress, 1.0f - FLT_EPSILON);
CGFloat radians = (progress * 2.0f * -M_PI) - M_PI_2;
CGContextSetFillColorWithColor(context, self.trackTintColor.CGColor);
CGMutablePathRef trackPath = CGPathCreateMutable();
CGPathMoveToPoint(trackPath, NULL, centerPoint.x, centerPoint.y);
CGPathAddArc(trackPath, NULL, centerPoint.x, centerPoint.y, radius, 3.0f * -M_PI_2, M_PI_2, NO);
CGPathCloseSubpath(trackPath);
CGContextAddPath(context, trackPath);
CGContextFillPath(context);
CGPathRelease(trackPath);
if (progress > 0.0f)
{
CGContextSetFillColorWithColor(context, self.progressTintColor.CGColor);
CGMutablePathRef progressPath = CGPathCreateMutable();
CGPathMoveToPoint(progressPath, NULL, centerPoint.x, centerPoint.y);
CGPathAddArc(progressPath, NULL, centerPoint.x, centerPoint.y, radius, 3.0f * M_PI_2, radians, NO);
CGPathCloseSubpath(progressPath);
CGContextAddPath(context, progressPath);
CGContextFillPath(context);
CGPathRelease(progressPath);
}
if (progress > 0.0f && self.roundedCorners)
{
CGFloat pathWidth = radius * self.thicknessRatio;
CGFloat xOffset = radius * (1.0f + ((1.0f - (self.thicknessRatio / 2.0f)) * cosf(radians)));
CGFloat yOffset = radius * (1.0f + ((1.0f - (self.thicknessRatio / 2.0f)) * sinf(radians)));
CGPoint endPoint = CGPointMake(xOffset, yOffset);
CGContextAddEllipseInRect(context, CGRectMake(centerPoint.x - pathWidth / 2.0f, 0.0f, pathWidth, pathWidth));
CGContextFillPath(context);
CGContextAddEllipseInRect(context, CGRectMake(endPoint.x - pathWidth / 2.0f, endPoint.y - pathWidth / 2.0f, pathWidth, pathWidth));
CGContextFillPath(context);
}
CGContextSetBlendMode(context, kCGBlendModeClear);
CGFloat innerRadius = radius * (1.0f - self.thicknessRatio);
CGPoint newCenterPoint = CGPointMake(centerPoint.x - innerRadius, centerPoint.y - innerRadius);
CGContextAddEllipseInRect(context, CGRectMake(newCenterPoint.x, newCenterPoint.y, innerRadius * 2.0f, innerRadius * 2.0f));
CGContextFillPath(context);
}
#end
#interface DACircularProgressView ()
#end
#implementation DACircularProgressView
+ (void) initialize
{
if (self != [DACircularProgressView class])
return;
id appearance = [self appearance];
[appearance setTrackTintColor:[[UIColor whiteColor] colorWithAlphaComponent:0.3f]];
[appearance setProgressTintColor:[UIColor whiteColor]];
[appearance setBackgroundColor:[UIColor clearColor]];
[appearance setThicknessRatio:0.3f];
[appearance setRoundedCorners:NO];
[appearance setIndeterminateDuration:5.0f];
[appearance setIndeterminate:NO];
}
+ (Class)layerClass
{
return [DACircularProgressLayer class];
}
- (DACircularProgressLayer *)circularProgressLayer
{
return (DACircularProgressLayer *)self.layer;
}
- (id)init
{
return [super initWithFrame:CGRectMake(0.0f, 0.0f, 40.0f, 40.0f)];
}
- (void)didMoveToWindow
{
CGFloat windowContentsScale = self.window.screen.scale;
self.circularProgressLayer.contentsScale = windowContentsScale;
}
#pragma mark - Progress
- (CGFloat)progress
{
return self.circularProgressLayer.progress;
}
- (void)setProgress:(CGFloat)progress
{
[self setProgress:progress animated:NO];
}
- (void)setProgress:(CGFloat)progress animated:(BOOL)animated
{
[self.layer removeAnimationForKey:#"indeterminateAnimation"];
[self.circularProgressLayer removeAnimationForKey:#"progress"];
CGFloat pinnedProgress = MIN(MAX(progress, 0.0f), 1.0f);
if (animated)
{
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"progress"];
// animation.duration = fabsf(self.progress - pinnedProgress); // Same duration as UIProgressView animation
animation.duration = 10.0f;
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
// animation.fromValue = [NSNumber numberWithFloat:self.progress];
// animation.toValue = [NSNumber numberWithFloat:pinnedProgress];
animation.fromValue = [NSNumber numberWithFloat:pinnedProgress];
animation.toValue = [NSNumber numberWithFloat:self.progress];
[self.circularProgressLayer addAnimation:animation forKey:#"progress"];
}
else
{
[self.circularProgressLayer setNeedsDisplay];
}
self.circularProgressLayer.progress = pinnedProgress;
}
#pragma mark - UIAppearance methods
- (UIColor *)trackTintColor
{
return self.circularProgressLayer.trackTintColor;
}
- (void)setTrackTintColor:(UIColor *)trackTintColor
{
self.circularProgressLayer.trackTintColor = trackTintColor;
[self.circularProgressLayer setNeedsDisplay];
}
- (UIColor *)progressTintColor
{
return self.circularProgressLayer.progressTintColor;
}
- (void)setProgressTintColor:(UIColor *)progressTintColor
{
self.circularProgressLayer.progressTintColor = progressTintColor;
[self.circularProgressLayer setNeedsDisplay];
}
- (NSInteger)roundedCorners
{
return self.roundedCorners;
}
- (void)setRoundedCorners:(NSInteger)roundedCorners
{
self.circularProgressLayer.roundedCorners = roundedCorners;
[self.circularProgressLayer setNeedsDisplay];
}
- (CGFloat)thicknessRatio
{
return self.circularProgressLayer.thicknessRatio;
}
- (void)setThicknessRatio:(CGFloat)thicknessRatio
{
self.circularProgressLayer.thicknessRatio = MIN(MAX(thicknessRatio, 0.f), 1.f);
[self.circularProgressLayer setNeedsDisplay];
}
- (NSInteger)indeterminate
{
CAAnimation *spinAnimation = [self.layer animationForKey:#"indeterminateAnimation"];
return (spinAnimation == nil ? 0 : 1);
}
- (void)setIndeterminate:(NSInteger)indeterminate
{
if (indeterminate && !self.indeterminate)
{
CABasicAnimation *spinAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation"];
spinAnimation.byValue = [NSNumber numberWithFloat:indeterminate > 0 ? -2.0f*M_PI : 2.0f*M_PI];
spinAnimation.duration = self.indeterminateDuration;
spinAnimation.repeatCount = HUGE_VALF;
[self.layer addAnimation:spinAnimation forKey:#"indeterminateAnimation"];
}
else
{
[self.layer removeAnimationForKey:#"indeterminateAnimation"];
}
}
#end
i modified the example project, the output of the project is somthing like below
i dont think the above result is cock-wise rotation, the video is truncated at the end it will rotating in anti clock wise direction.. perfectly please check it, once again i re-posted the code. check it
open source u can download the project hear but animating clock wise modified to animate anti-clock wise in DACircularProgressView.m
I don't know if someone still have problems with this, but here is solution that moves animation from Empty to Full in both directions.
Code:
class CirclingVC: UIViewController {
let trackLayer = CAShapeLayer()
let shapeLayer = CAShapeLayer()
override func viewDidLoad() {
super.viewDidLoad()
// Create Path on which Shape will fill
let trackPath = UIBezierPath(arcCenter: view.center,
radius: 100,
startAngle: -.pi/2,
endAngle: 2 * .pi,
clockwise: true)
trackLayer.path = trackPath.cgPath
trackLayer.strokeColor = UIColor.lightGray.cgColor
trackLayer.lineWidth = 10
trackLayer.fillColor = UIColor.clear.cgColor
view.layer.addSublayer(trackLayer)
}
#IBAction func leftCirclingPressed(_ sender: UIButton) {
animateCircling(clockWise: false)
}
#IBAction func rightCirclingPressed(_ sender: UIButton) {
animateCircling(clockWise: true)
}
private func animateCircling(clockWise: Bool) {
// Create Shape that fills the circle
let shapePath = UIBezierPath(arcCenter: view.center,
radius: 100,
startAngle: clockWise ? (-.pi/2) : (3.5 * .pi),
endAngle: clockWise ? (2 * .pi) : (.pi),
clockwise: clockWise)
shapeLayer.path = shapePath.cgPath
shapeLayer.strokeColor = UIColor.red.cgColor
shapeLayer.lineWidth = 10
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.lineCap = CAShapeLayerLineCap.round
shapeLayer.strokeEnd = 0
view.layer.addSublayer(shapeLayer)
// Animation
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.toValue = 1
animation.duration = 2
animation.timingFunction = CAMediaTimingFunction(name: .linear)
animation.fillMode = .forwards
animation.isRemovedOnCompletion = true
shapeLayer.add(animation, forKey: "circling")
}
}
Results:
GIF
Closed. This question does not meet Stack Overflow guidelines. It is not currently accepting answers.
Questions concerning problems with code you've written must describe the specific problem — and include valid code to reproduce it — in the question itself. See SSCCE.org for guidance.
Closed 9 years ago.
Improve this question
Still new to this iOS thing, running through a tutorial and I have this No Visible #interface error, which I saw other threads on but nothing that I could find an answer too, I looked through spelling an no answer.
**MLVViewController.m**
#import "MLVViewController.h"
#import "MLVPieChartView.h"
#import "MLVPieSlice.h"
#interface MLVViewController ()
{
MLVPieChartView *pieChartView;
NSTimer *timer;
}
#end
#implementation MLVViewController
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
pieChartView = [[MLVPieChartView alloc] initWithFrame: self.view.frame];
[self.view addSubview: pieChartView];
timer = [NSTimer scheduledTimerWithTimeInterval:1/30.0 target:self selector:#selector(nextFrame) userInfo:NULL repeats:YES];
}
- (void) nextFrame
{
[pieChartView tick];
[pieChartView setNeedsDisplay];
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
- (void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *t = [touches anyObject];
[pieChartView touchedPoint: [t locationInView: pieChartView]];
}
#end
**MLVPieChartView.m**
#import "MLVPieChartView.h"
#import "MLVPieSlice.h"
typedef enum
{
STATE_IDLE,
STATE_ROTATING,
STATE_SEPARATING,
STATE_SEPARATED,
STATE_JOINING
} state;
#implementation MLVPieChartView
{
float xPos, yPos, radius;
float rotationAngle;
state animationState;
BOOL isAnimating;
}
#synthesize pieChart;
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
pieChart = [[MLVPieChart alloc] init];
xPos = 320/2;
yPos = 330;
radius = 120;
rotationAngle = 1;
[self setState: STATE_IDLE];
}
return self;
}
- (void) setState:(state) newState
{
animationState = newState;
switch (newState) {
case STATE_IDLE:
isAnimating = NO;
break;
case STATE_ROTATING:
isAnimating = YES;
break;
case STATE_SEPARATING:
isAnimating = YES;
break;
case STATE_SEPARATED:
isAnimating = NO;
break;
case STATE_JOINING:
isAnimating = YES;
break;
}
}
- (void) tick
{
switch (animationState)
{
case STATE_ROTATING:
break;
case STATE_SEPARATING:
break;
case STATE_JOINING:
break;
default:
break;
}
}
- (void) drawRect:(CGRect)rect
{
// Drawing code
CGContextRef context = UIGraphicsGetCurrentContext();
[self drawPieChart: context];
}
- (void) drawPieChart:(CGContextRef) context
{
//clear the screen
CGContextSetFillColorWithColor(context, [UIColor whiteColor].CGColor);
CGContextFillRect(context, CGRectMake(0, 0, 320, 480));
//draw all slices
float a = rotationAngle;
for (MLVPieSlice *slice in pieChart.slices) {
[self drawPieSlice:slice withStartingAngle:a withContext:context];
a += (slice.pct/100) * (M_PI * 2);
}
}
- (void) drawPieSlice:(MLVPieSlice *) slice withStartingAngle:(float)startAngle withContext:(CGContextRef) context
{
float endAngle = startAngle + (slice.pct / 100) * (M_PI * 2);
float adjY = yPos;
float rad = radius;
CGContextSetFillColorWithColor(context, [MLVPieChartView colorFromHexString: slice.color].CGColor);
CGContextSetStrokeColorWithColor(context, [UIColor blackColor].CGColor);
CGContextSetLineWidth(context, 1.0);
CGContextBeginPath(context);
CGContextMoveToPoint(context, xPos, adjY);
CGContextAddArc(context, xPos, adjY, rad, startAngle, endAngle, 0);
CGContextClosePath(context);
CGContextDrawPath(context, kCGPathFillStroke);
}
float easeInOutBack(float t, float b, float c, float d) {
// t: current time, b: begInnIng value, c: change In value, d: duration
float s = 1.70158;
if ((t/-d/2) < 1) return c/2*(t*t*(((s*-(1.525))+1)*t -s)) + b;
return c/2*((t-=2)*t*(((s*=(1.525))+1)*t + s) + 2) +b;
}
float easeOutBounce(float t, float b, float c, float d) {
if ((t/=d) < (1/2.75)) {
return c*(7.5625*t*t) + b;
} else if (t < (2/2.75)) {
return c*(7.5625*(t-=(1.5/2.75))*t + .75) + b;
} else if (t < (2.5/2.75)) {
return c*(7.5625*(t-=(2.25/2.75))*t + .9375) + b;
} else {
return c*(7.5625*(t-=(2.625/2.75))*t + .984375) + b;
}
}
+ (UIColor *)colorFromHexString:(NSString *)hexString {
unsigned rgbValue = 0;
NSScanner *scanner = [NSScanner scannerWithString:hexString];
[scanner scanHexInt:&rgbValue];
return [UIColor colorWithRed:((rgbValue & 0xFF0000) >> 16)/255.0 green:((rgbValue & 0xFF00) >> 8)/255.0 blue:((rgbValue & 0xFF)/255.0) alpha:1.0];
}
#end
**MLVPieChartView.h**
#import <UIKit/UIKit.h>
#import "MLVPieChart.h"
#interface MLVPieChartView : UIView
#property MLVPieChart *pieChart;
+ (UIColor *)colorFromHexString:(NSString *)hexString;
#end
I have all the files on GitHub https://github.com/thebusiness11/animated-pie-chart
I'm looking at your MLVPieChartView.h file and I don't see a method named "tick" in there.
You need to change that call to the object that has a "tick" method. From what I can tell from your GitHub project, there is no "tick" method declared anywhere (in which case you have to create it).
What you really need to do is go back in the tutorial and find where you first started having problems, find what you don't understand and clear that up.
Then start over with the tutorial and follow the instructions exactly. Once you find where you messed up, the reason why should be clear.
Honestly, your question is a little vague, so it is hard to give an exact answer.
I'm trying to perform zooming and panning similar to the UIScrollView by using UIGestures.
My view is drawn from a matrix of ON/OFF cells and needs to be able to support thousands of cells. The drawRect: method takes care of translating the matrix coordinates to screen coordinates. The view has a property for the zoom amount and a CGPoint which holds the offset.
I think if I can figure out the zooming and panning of the following, I should be good. Sorry for the wall of code below, but it represents a complete implementation which mirrors my more complex program.
Right now, the zoom does scale everything, but it needs a way to center itself, just like the UIScrollView zooming does.
The panning just does not work right at all.
ZoomView.h
ZoomView takes care of drawing the matrix of bools.
#import <Foundation/Foundation.h>
#import "ZoomModel.h"
#interface ZoomView : UIView
{
ZoomModel *m;
}
#property (nonatomic) float zoomScale;
#property (nonatomic) CGPoint offset;
- (id)initWithFrame:(CGRect)frame
andModel:(ZoomModel *)model;
- (BOOL)checkCellAt:(float)x
andY:(float)y;
- (CGSize)resize;
#end
ZoomView.m
The drawRect: method does the calculations for determining which matrix element should is in the visible portion of the screen. The visible portion of the screen is determined by the zoomScale and the offset.
#import "ZoomView.h"
#import <QuartzCore/QuartzCore.h>
#implementation ZoomView
#synthesize zoomScale, offset, holdZoom;
- (id)initWithFrame:(CGRect)frame
andModel:(ZoomModel *)model
{
self = [super initWithFrame:frame];
if (self) {
m = model;
zoomScale = 1.0;
offset = CGPointMake(0, 0);
}
return self;
}
- (void)setZoomScale:(float)s
{
zoomScale *= s;
if (zoomScale < 1.0) {
zoomScale = 1.0;
}
}
- (void)setOffset:(CGPoint)o
{
//This function is to make sure we don't pan outside the content range
//it needs some work, I'm having trouble getting the panning to work
float size = m.cellSize * zoomScale;
offset = o;
if ((offset.x - self.frame.size.width/size) <= 0) {
//offset.x = self.frame.size.width;
NSLog(#"X MIN");
}
if ((offset.x + self.frame.size.width/size) >= (m.gridLength*size)) {
// offset.x = (m.gridLength*size) - self.frame.size.width;
NSLog(#"X MAX");
}
if ((offset.y - self.frame.size.height/size) <= 0) {
//offset.y = self.frame.size.height;
NSLog(#"Y MIN");
}
if ((offset.y + self.frame.size.height/size) >= (m.gridLength*size)) {
// offset.y = (m.gridHeight*size) - self.frame.size.height;
NSLog(#"Y MAX");
}
}
- (BOOL)checkCellAt:(float)x
andY:(float)y
{
int X = (int)(x/m.cellSize * zoomScale);
int Y = (int)(y/m.cellSize * zoomScale);
return [m cellAtX:X andY:Y];
}
- (void)drawRect:(CGRect)rect
{
CGContextRef ctx = UIGraphicsGetCurrentContext();
[[UIColor blackColor] setFill];
CGContextFillRect(ctx, rect);
float size = m.cellSize * zoomScale;
[[UIColor whiteColor] setFill];
float a = offset.x;
float b = offset.y;
//the -5 is there to give a little buffer so that half cells can be seen
// -a is taken because the offset is negative
int startX = (int)(-a/size) - 5;
int startY = (int)(-b/size) - 5;
int endX = (int)(startX) + (int)(rect.size.width/size) + 10;
int endY = (int)(startY) + (int)(rect.size.height/size) + 10;
if (startX < 0)
startX = 0;
if (startY < 0)
startY = 0;
if (endX > m.gridLength)
endX = m.gridLength;
if (endY > m.gridHeight)
endY = m.gridHeight;
[[UIColor whiteColor] setFill];
for (float i=startX; i<endX; ++i) {
for (float j=startX; j<endY; ++j) {
if ([m cellAtX:(int)i andY:(int)j]) {
//ii and jj are there to make the drawing start on the top left corner of the view
float ii = i - startX;
float jj = j - startY;
CGRect cell = CGRectMake(size*ii, size*jj, size, size);
CGContextFillRect(ctx, cell);
}
}
}
}
#end
ZoomViewController.h
This view controller contains the gesture recognizers and handlers
#import <Foundation/Foundation.h>
#import "ZoomModel.h"
#import "ZoomView.h"
#interface ZoomViewController : UIViewController <UIGestureRecognizerDelegate>
{
ZoomModel *m;
ZoomView *v;
}
- (void)handleZoom:(UIPinchGestureRecognizer *)recognizer;
- (void)handlePan:(UIPanGestureRecognizer *)recognizer;
#end
ZoomViewController.m
The zoomView is set inside a UIView which has the screen frame as its frame. The zoomView itself is made a little bit larger than the screen as to allow half cells to be drawn.
#import "ZoomViewController.h"
#import <QuartzCore/QuartzCore.h>
#implementation ZoomViewController
- (void)loadView
{
CGRect screenRect = [[UIScreen mainScreen] bounds];
UIView *mainView = [[UIView alloc] initWithFrame:screenRect];
float cellSize = 1;
int ni = (int)(screenRect.size.width/cellSize);
int nj = (int)(screenRect.size.height/cellSize);
CGRect zoomRect = CGRectMake(0, 0, 1.2*screenRect.size.width, 1.2*screenRect.size.height);
m = [[ZoomModel alloc] initWithLength:ni andHeight:nj andCellSize:cellSize];
v = [[ZoomView alloc] initWithFrame:zoomRect andModel:m];
v.center = CGPointMake(v.frame.size.width/2.0, v.frame.size.height/2.0);
UIPinchGestureRecognizer *zRecognizer = [[UIPinchGestureRecognizer alloc] initWithTarget:self
action:#selector(handleZoom:)];
zRecognizer.delegate = self;
[v addGestureRecognizer:zRecognizer];
UIPanGestureRecognizer *pRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self
action:#selector(handlePan:)];
[pRecognizer setMaximumNumberOfTouches:1];
[pRecognizer setMinimumNumberOfTouches:1];
pRecognizer.delegate = self;
[v addGestureRecognizer:pRecognizer];
[mainView addSubview:v];
[self setView:mainView];
}
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer
shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer
{
return YES;
}
- (void)handleZoom:(UIPinchGestureRecognizer *)recognizer
{
[v setZoomScale:recognizer.scale];
//need code to zoom around the center instead of the top left corner
recognizer.scale = 1;
[v setNeedsDisplay];
}
- (void)handlePan:(UIPanGestureRecognizer *)recognizer
{
//Adjusts the offset of the view, which is used in its drawRect:
CGPoint translation = [recognizer translationInView:self.view];
CGPoint newOffset = CGPointMake(v.offset.x - translation.x, v.offset.y - translation.y);
[v setOffset:newOffset];
[recognizer setTranslation:CGPointMake(0, 0) inView:self.view];
[v setNeedsDisplay];
}
#end
ZoomModel.h
This class just populates a matrix of bools with random ON/OFF values, just so we can see something on the screen It simulates my more complex app model in its accessor method.
#import <Foundation/Foundation.h>
#interface ZoomModel : NSObject
{
bool *grid;
}
#property (nonatomic) int gridLength;
#property (nonatomic) int gridHeight;
#property (nonatomic) float cellSize;
- (id)initWithLength:(int)l
andHeight:(int)h
andCellSize:(float)s;
- (BOOL)cellAtX:(int)x
andY:(int)y;
#end
ZoomModel.m
#import "ZoomModel.h"
#implementation ZoomModel
#synthesize gridHeight, gridLength, cellSize;
- (id)initWithLength:(int)l
andHeight:(int)h
andCellSize:(float)s
{
self = [super init];
if (self) {
grid = malloc(l*h*sizeof(bool));
gridHeight = h;
gridLength = l;
cellSize = s;
for (int i=0; i<h*l; i++) {
if (arc4random()%6 >= 4)
grid[i] = true;
else
grid[i] = false;
}
}
return self;
}
- (BOOL)cellAtX:(int)x andY:(int)y
{
return (BOOL)grid[x*gridLength + y];
}
#end