Drawing a path with subtracted text using Core Graphics - ios

Creating filled paths in Core Graphics is straight-forward, as is creating filled text. But I am yet to find examples of paths filled EXCEPT for text in a sub-path. My experiments with text drawing modes, clipping etc have got me nowhere.
Here's an example (created in photoshop). How would you go about creating the foreground shape in Core Graphics?
I would mention that this technique appears to be used heavily in an upcoming version of a major mobile OS, but I don't want to fall afoul of SO's NDA-police ;)

Here's some code I ran and tested that will work for you. See the inline comments for details:
Update: I've removed the manualYOffset: parameter. It now does a calculation to center the text vertically in the circle. Enjoy!
- (void)drawRect:(CGRect)rect {
// Make sure the UIView's background is set to clear either in code or in a storyboard/nib
CGContextRef context = UIGraphicsGetCurrentContext();
[[UIColor whiteColor] setFill];
CGContextAddArc(context, CGRectGetMidX(rect), CGRectGetMidY(rect), CGRectGetWidth(rect)/2, 0, 2*M_PI, YES);
CGContextFillPath(context);
// Manual offset may need to be adjusted depending on the length of the text
[self drawSubtractedText:#"Foo" inRect:rect inContext:context];
}
- (void)drawSubtractedText:(NSString *)text inRect:(CGRect)rect inContext:(CGContextRef)context {
// Save context state to not affect other drawing operations
CGContextSaveGState(context);
// Magic blend mode
CGContextSetBlendMode(context, kCGBlendModeDestinationOut);
// This seemingly random value adjusts the text
// vertically so that it is centered in the circle.
CGFloat Y_OFFSET = -2 * (float)[text length] + 5;
// Context translation for label
CGFloat LABEL_SIDE = CGRectGetWidth(rect);
CGContextTranslateCTM(context, 0, CGRectGetHeight(rect)/2-LABEL_SIDE/2+Y_OFFSET);
// Label to center and adjust font automatically
UILabel *label = [[UILabel alloc] initWithFrame:CGRectMake(0, 0, LABEL_SIDE, LABEL_SIDE)];
label.font = [UIFont boldSystemFontOfSize:120];
label.adjustsFontSizeToFitWidth = YES;
label.text = text;
label.textAlignment = NSTextAlignmentCenter;
label.backgroundColor = [UIColor clearColor];
[label.layer drawInContext:context];
// Restore the state of other drawing operations
CGContextRestoreGState(context);
}
Here's the result (you can change the background to anything and you'll still be able to see through the text):

Below is a UIView subclass that will do what you want. It will correctly size and position 1 or more letters in the circle. Here's how it looks with 1-3 letters at various sizes (32, 64, 128, 256):
With the availability of user defined runtime attributes in Interface Builder, you can even configure the view from within IB. Just set the text property as a runtime attribute and the backgroundColor to the color you want for the circle.
Here's the code:
#interface MELetterCircleView : UIView
/**
* The text to display in the view. This should be limited to
* just a few characters.
*/
#property (nonatomic, strong) NSString *text;
#end
#interface MELetterCircleView ()
#property (nonatomic, strong) UIColor *circleColor;
#end
#implementation MELetterCircleView
- (instancetype)initWithFrame:(CGRect)frame text:(NSString *)text
{
NSParameterAssert(text);
self = [super initWithFrame:frame];
if (self)
{
self.text = text;
}
return self;
}
// Override to set the circle's background color.
// The view's background will always be clear.
-(void)setBackgroundColor:(UIColor *)backgroundColor
{
self.circleColor = backgroundColor;
[super setBackgroundColor:[UIColor clearColor]];
}
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
[self.circleColor setFill];
CGContextAddArc(context, CGRectGetMidX(rect), CGRectGetMidY(rect),
CGRectGetWidth(rect)/2, 0, 2*M_PI, YES);
CGContextFillPath(context);
[self drawSubtractedText:self.text inRect:rect inContext:context];
}
- (void)drawSubtractedText:(NSString *)text inRect:(CGRect)rect
inContext:(CGContextRef)context
{
CGContextSaveGState(context);
// Magic blend mode
CGContextSetBlendMode(context, kCGBlendModeDestinationOut);
CGFloat pointSize =
[self optimumFontSizeForFont:[UIFont boldSystemFontOfSize:100.f]
inRect:rect
withText:text];
UIFont *font = [UIFont boldSystemFontOfSize:pointSize];
// Move drawing start point for centering label.
CGContextTranslateCTM(context, 0,
(CGRectGetMidY(rect) - (font.lineHeight/2)));
CGRect frame = CGRectMake(0, 0, CGRectGetWidth(rect), font.lineHeight)];
UILabel *label = [[UILabel alloc] initWithFrame:frame];
label.font = font;
label.text = text;
label.textAlignment = NSTextAlignmentCenter;
label.backgroundColor = [UIColor clearColor];
[label.layer drawInContext:context];
// Restore the state of other drawing operations
CGContextRestoreGState(context);
}
-(CGFloat)optimumFontSizeForFont:(UIFont *)font inRect:(CGRect)rect
withText:(NSString *)text
{
// For current font point size, calculate points per pixel
CGFloat pointsPerPixel = font.lineHeight / font.pointSize;
// Scale up point size for the height of the label.
// This represents the optimum size of a single letter.
CGFloat desiredPointSize = rect.size.height * pointsPerPixel;
if ([text length] == 1)
{
// In the case of a single letter, we need to scale back a bit
// to take into account the circle curve.
// We could calculate the inner square of the circle,
// but this is a good approximation.
desiredPointSize = .80*desiredPointSize;
}
else
{
// More than a single letter. Let's make room for more.
desiredPointSize = desiredPointSize / [text length];
}
return desiredPointSize;
}
#end

Related

Drawing a grid in UIScrollView's subview allocates huge memory

I'm trying to create a UIView in UIScrollView that contains just a simple grid (lines as rows and columns) drown by UIBezierPath or using the CG functions. The problem is, that when I have larger content size of the UIScrollView (as well as the larger subview), during the drawing of the grid huge amount of memory is allocated (50MB or more).
UIViewController which includes just UIScrollView over whole scene - adding subview in viewDidLoad:
#interface TTTTestViewController()
#property (weak, nonatomic) IBOutlet UIScrollView *scrollView;
#end
#implementation TTTTestViewController
-(void)viewDidLoad
{
[super viewDidLoad];
// create the subview
TTTTestView *testView = [[TTTTestView alloc] init];
[self.scrollView addSubview:testView];
//set its properties
testView.cellSize = 50;
testView.size = 40;
// set the content size and frame of testView by the properties
self.scrollView.contentSize = CGSizeMake(testView.cellSize * testView.size, testView.cellSize * testView.size);
testView.frame = CGRectMake(0, 0, self.scrollView.contentSize.width, self.scrollView.contentSize.height);
// let it draw the grid
[testView setNeedsDisplay];
}
#end
Inner view that just draw the grid using UIBezierPath/CG functions - depends on properties size(rows/columns count) and cellSize (width/height of one cell in grid):
#define GRID_STROKE_WIDTH 2.0
#implementation TTTTestView
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
self.backgroundColor = [UIColor clearColor];
}
return self;
}
- (void)drawRect:(CGRect)rect
{
[super drawRect:rect];
[self drawGrid];
}
-(void)drawGrid
{
UIBezierPath *path = [[UIBezierPath alloc] init];
for (int i = 1; i < self.size; i++) {
//draw row line
[path moveToPoint:CGPointMake(0, self.cellSize * i)];
[path addLineToPoint:CGPointMake(self.bounds.size.width, self.cellSize * i)];
// draw column line
[path moveToPoint:CGPointMake(self.cellSize * i, 0)];
[path addLineToPoint:CGPointMake(self.cellSize * i , self.bounds.size.height)];
}
[path setLineWidth:GRID_STROKE_WIDTH];
[[UIColor blackColor] setStroke];
[path stroke];
/*
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context, GRID_STROKE_WIDTH);
CGContextSetStrokeColorWithColor(context, [UIColor blackColor].CGColor);
for (int i = 1; i < self.size; i++) {
//draw row line
CGContextMoveToPoint(context, 0, self.cellSize * i );
CGContextAddLineToPoint(context, self.bounds.size.width, self.cellSize * i);
// draw column line
CGContextMoveToPoint(context, self.cellSize * i , 0);
CGContextAddLineToPoint(context, self.cellSize * i , self.bounds.size.height);
}
CGContextStrokePath(context);
*/
}
#end
Example1: self.size is 10, self.cellSize is 200 => contentSize is 2000x2000 points as well as frame of inner view => 18 lines are drown and it allocates ~60MB memory
Example2: self.size is 30, self.cellSize is 70 => contentSize is 2100x2100 points as well as frame of inner view => 58 lines are drown and it allocates ~67MB memory
These memory numbers I can see when debug the drawing method. No matter how I draw the lines, huge amount of memory is allocated when calling [path stroke] resp. CGContextStrokePath(context). In instruments I can see the biggest memory allocation at line:
12658 0x10200000 VM: CoreAnimation 00:04.092.149 • 67,29 MB QuartzCore CA::Render::Shmem::new_shmem(unsigned long)
I'm quite new in iOS programming and I was searching the solution everywhere and I still have no idea :-/ Can anyone please help me find some explanation what is going on here? Thanks :)
After asking on apple developer forum, I find out, that this is properly allocated memory in fact. It's because any view that uses -drawRect: to draw will use memory on the order of (bounds.size.width * bounds.size.height * contentScale * contentScale * 4) bytes.
The simplest way to create a grid that avoids that is to use add a view for each line and use the view's backgroundColor property to color the view. This will use hardly any memory because the view's (which can be plain UIViews) don't need to call -drawRect:, and thus won't use extra memory to store the results of your drawing.

How to resize text to label size?

I want to stretch the text inside a UILabel so that if fits exactly into the label (both width and height). I don't want to resize the UILabel in any way.
So far i used this: How to render stretched text in iOS? , but the text doesn't stretch 100% ( sometimes it exceeds the boundaries, and sometimes it leaves spacing on the margins ).
Is there another (preferably easier) way to do this?
This is what i was talking about: http://i.imgur.com/AMvfhsA.png . I get spacing on the left and the text exceeds boundaries on the right and also on the bottom edge.
This is the custom label class:
#import "CustomUILabel.h"
#implementation CustomUILabel
- (id)initWithFrame:(CGRect)frame text:(NSString*)text
{
self = [super initWithFrame:frame];
if (self) {
self.edgeInsets = UIEdgeInsetsMake(0, 0, 0, 0);
self.text = text;
}
return self;
}
- (void)drawTextInRect:(CGRect)rect {
[super drawTextInRect:UIEdgeInsetsInsetRect(rect, self.edgeInsets)];
}
- (void)drawRect:(CGRect)rect
{
[self drawScaledString:self.text];
}
- (void)drawScaledString:(NSString *)string
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetTextMatrix(context, CGAffineTransformIdentity);
NSAttributedString *attrString = [self generateAttributedString:string];
CFAttributedStringSetAttribute((CFMutableAttributedStringRef)attrString, CFRangeMake(0, string.length),
kCTForegroundColorAttributeName, self.textColor.CGColor);
CTLineRef line = CTLineCreateWithAttributedString((CFAttributedStringRef) attrString);
// CTLineGetTypographicBounds doesn't give correct values,
// using GetImageBounds instead
CGRect imageBounds = CTLineGetImageBounds(line, context);
CGFloat width = imageBounds.size.width;
CGFloat height = imageBounds.size.height;
CGFloat padding = 0;
width += padding;
height += padding;
float sx = self.bounds.size.width / width;
float sy = self.bounds.size.height / height;
CGContextSetTextMatrix(context, CGAffineTransformIdentity);
CGContextTranslateCTM(context, 1, self.bounds.size.height);
CGContextScaleCTM(context, 1, -1);
CGContextScaleCTM(context, sx, sy);
CGContextSetTextPosition(context, -imageBounds.origin.x + padding/2, -imageBounds.origin.y + padding/2);
CTLineDraw(line, context);
CFRelease(line);
}
- (NSAttributedString *)generateAttributedString:(NSString *)string
{
CTFontRef helv = CTFontCreateWithName(CFSTR("Helvetica-Bold"),20, NULL);
CGColorRef color = [UIColor blackColor].CGColor;
NSDictionary *attributesDict = [NSDictionary dictionaryWithObjectsAndKeys:
(__bridge id)helv, (NSString *)kCTFontAttributeName,
color, (NSString *)kCTForegroundColorAttributeName,
nil];
NSAttributedString *attrString = [[NSMutableAttributedString alloc]
initWithString:string
attributes:attributesDict];
return attrString;
}
#end
And this is how i use it (I've added the label from storyboards):
#property (weak, nonatomic) IBOutlet CustomUILabel *label;
...
self.label.backgroundColor = [UIColor redColor];
self.label.text = #"OOOOO";
What you're asking boils down to calculating the exact bounding box of rendered text. When you have this box you can adjust the CTM to make the text fill the desired area.
Yet: There does not seem to be an easy way to do this. A lot of issues contribute to this problem:
Font metrics are a pretty complex topic. A rendered character (a glyph) has several bounding boxes depending on the intention.
In fonts, glyphs are often represented using bezier curves which makes calculating an exact bounding box difficult.
Attributes might influence graphical appearance in unforeseeable ways. AppKit/UIKit for example know a shadow attribute that can extend the area in which the font renders pixels.
There are more issues but the ones I listed might be enough to show that the task of exactly filling a box with a rendered text is not so easy.
Maybe there's another way of doing what you have in mind.

textkit custom text attribute draws big rect when it spans multiple lines

I am basically creating a custom attribute to draw a rounded rectangle in my text subclassing NSLayoutManager with drawGlyphsForGlyphRange method below. Below works like a charm with ranges that spans one line. However, when the range of text spans in two lines, I am getting a big rectangle which draws the attribute along those two lines. I think I should be using a different approach here, I tried nsbackgroundattribute to draw the highlight but unfortunately I cannot make the highlight rounded rect using that.
I would appreciate any directions.
-(void)drawGlyphsForGlyphRange:(NSRange)glyphsToShow atPoint:(CGPoint)origin {
NSTextStorage *textStorage = self.textStorage;
NSRange glyphRange = glyphsToShow;
while (glyphRange.length > 0) {
NSRange charRange = [self characterRangeForGlyphRange:glyphRange actualGlyphRange:NULL], attributeCharRange, attributeGlyphRange;
id attribute = [textStorage attribute:IKSpecialHighlightAttributeName atIndex:charRange.location longestEffectiveRange:&attributeCharRange inRange:charRange];
attributeGlyphRange = [self glyphRangeForCharacterRange:attributeCharRange actualCharacterRange:NULL];
attributeGlyphRange = NSIntersectionRange(attributeGlyphRange, glyphRange);
if( attribute != nil ) {
NSTextContainer *textContainer = self.textContainers[0];
CGRect boundingRect = [self boundingRectForGlyphRange:attributeGlyphRange inTextContainer:textContainer];
[[UIColor colorWithRed:221.0/255.0 green:255.0/255.0 blue:0.0/255.0 alpha:1] setFill]; // set rounded rect's bg color
boundingRect.origin.x += origin.x-3.0;
boundingRect.origin.y += origin.y+3.0;
boundingRect.size.width += 6.0;
UIBezierPath *roundedRect = [UIBezierPath bezierPathWithRoundedRect:boundingRect cornerRadius: 3.0];
[roundedRect fillWithBlendMode: kCGBlendModeNormal alpha:1.0f];
[super drawGlyphsForGlyphRange:attributeGlyphRange atPoint:origin];
}
else {
[super drawGlyphsForGlyphRange:glyphsToShow atPoint:origin];
}
glyphRange.length = NSMaxRange(glyphRange) - NSMaxRange(attributeGlyphRange);
glyphRange.location = NSMaxRange(attributeGlyphRange);
}
}

Trying to create a custom horizontal UIPickerView using UIScrollView - how do I fade the edges out like in UIPickerView?

In iOS 7, the UIPickerViews have a nice shadow on the text as it gets closer to the edges:
If I'm using a UIScrollView, is it possible to achieve a similar effect where the text at the edges is slightly shadowed/blended into the background?
See here and here for my answers to similar questions.
My solution was to subclass UIScrollView, and create a mask layer in the layoutSubviews method.
The code in the above answers is also here on github.
Hope that helps!
I did a similar thing with this class to fade the left and right edges of a scrolling marquee. Much less hassle than using two images as you can resize or recolor it easily:
#interface MarqueeFadeOverlay : UIView
#property(assign, nonatomic) CGGradientRef gradientLayer;
- (id)initWithFrame:(CGRect)frame andEndFadeWidth:(float)fadeWidth andFadeBarColor:(UIColor *)color;
#end
#implementation MarqueeFadeOverlay {
UIColor *fadeBarColor;
float endFadeWidth;
}
- (id)initWithFrame:(CGRect)frame andEndFadeWidth:(float)fadeWidth andFadeBarColor:(UIColor *)color {
self = [super initWithFrame:frame];
if (self) {
endFadeWidth = fadeWidth;
fadeBarColor = color;
[self setOpaque:NO];
}
return self;
}
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextDrawLinearGradient(context, self.gradientLayer, CGPointMake(0.0, 0.0),
CGPointMake(self.frame.size.width, 0.0), kCGGradientDrawsBeforeStartLocation);
}
- (CGGradientRef)gradientLayer {
if (_gradientLayer == nil) {
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGFloat *colorComponents = [self rgbaFrom:fadeBarColor];
if (endFadeWidth == 0) endFadeWidth = 0.1;
CGFloat locations[] = {0.0, endFadeWidth, 1.0 - endFadeWidth, 1.0};
CGFloat colors[] = {colorComponents[0], colorComponents[1], colorComponents[2], 1.00,
colorComponents[0], colorComponents[1], colorComponents[2], 0,
colorComponents[0], colorComponents[1], colorComponents[2], 0,
colorComponents[0], colorComponents[1], colorComponents[2], 1.00};
_gradientLayer = CGGradientCreateWithColorComponents(colorSpace, colors, locations, sizeof(colors) / (sizeof(colors[0]) * 4));
CGColorSpaceRelease(colorSpace);
}
return _gradientLayer;
}
-(CGFloat *)rgbaFrom:(UIColor *)color {
CGColorRef colorRef = [color CGColor];
return (CGFloat *) CGColorGetComponents(colorRef);
}
You just init one with a frame, a fade width between 0 and 1 and a color to match the background, and add to the parent view.
I would place two custom overlay views for this that you place on top of the scroll view. The views could either contain a pre-made image with a gradient from full white to an alpha of 0, or you could draw the image in code, either with Core Graphics or a CAGradientLayer.
If you set userInteractionEnabled = NO; on the views, they won't interfere with the touch handling.

Drawing filled circles with letters in iOS 7

The new ios 7 phone app has a favorites section. In that section the names of the contact appear next to a filled in circle with the inital of the contact inside the circle.
How is this drawn? With drawrect or is there already and object created for this?
Below is a UIView subclass that will do what you want. It will correctly size and position 1 or more letters in the circle. Here's how it looks with 1-3 letters at various sizes (32, 64, 128, 256):
With the availability of user defined runtime attributes in Interface Builder, you can even configure the view from within IB. Just set the text property as a runtime attribute and the backgroundColor to the color you want for the circle.
Here's the code:
#interface MELetterCircleView : UIView
/**
* The text to display in the view. This should be limited to
* just a few characters.
*/
#property (nonatomic, strong) NSString *text;
#end
#interface MELetterCircleView ()
#property (nonatomic, strong) UIColor *circleColor;
#end
#implementation MELetterCircleView
- (instancetype)initWithFrame:(CGRect)frame text:(NSString *)text
{
NSParameterAssert(text);
self = [super initWithFrame:frame];
if (self)
{
self.text = text;
}
return self;
}
// Override to set the circle's background color.
// The view's background will always be clear.
-(void)setBackgroundColor:(UIColor *)backgroundColor
{
self.circleColor = backgroundColor;
[super setBackgroundColor:[UIColor clearColor]];
}
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
[self.circleColor setFill];
CGContextAddArc(context, CGRectGetMidX(rect), CGRectGetMidY(rect),
CGRectGetWidth(rect)/2, 0, 2*M_PI, YES);
CGContextFillPath(context);
[self drawSubtractedText:self.text inRect:rect inContext:context];
}
- (void)drawSubtractedText:(NSString *)text inRect:(CGRect)rect
inContext:(CGContextRef)context
{
CGContextSaveGState(context);
// Magic blend mode
CGContextSetBlendMode(context, kCGBlendModeDestinationOut);
CGFloat pointSize =
[self optimumFontSizeForFont:[UIFont boldSystemFontOfSize:100.f]
inRect:rect
withText:text];
UIFont *font = [UIFont boldSystemFontOfSize:pointSize];
// Move drawing start point for centering label.
CGContextTranslateCTM(context, 0,
(CGRectGetMidY(rect) - (font.lineHeight/2)));
CGRect frame = CGRectMake(0, 0, CGRectGetWidth(rect), font.lineHeight)];
UILabel *label = [[UILabel alloc] initWithFrame:frame];
label.font = font;
label.text = text;
label.textAlignment = NSTextAlignmentCenter;
label.backgroundColor = [UIColor clearColor];
[label.layer drawInContext:context];
// Restore the state of other drawing operations
CGContextRestoreGState(context);
}
-(CGFloat)optimumFontSizeForFont:(UIFont *)font inRect:(CGRect)rect
withText:(NSString *)text
{
// For current font point size, calculate points per pixel
CGFloat pointsPerPixel = font.lineHeight / font.pointSize;
// Scale up point size for the height of the label.
// This represents the optimum size of a single letter.
CGFloat desiredPointSize = rect.size.height * pointsPerPixel;
if ([text length] == 1)
{
// In the case of a single letter, we need to scale back a bit
// to take into account the circle curve.
// We could calculate the inner square of the circle,
// but this is a good approximation.
desiredPointSize = .80*desiredPointSize;
}
else
{
// More than a single letter. Let's make room for more.
desiredPointSize = desiredPointSize / [text length];
}
return desiredPointSize;
}
#end

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