I am working on an alarm app in which I have to show an analogue clock. The functionality is to set time by clicking on the circumference of the circle displayed as the clock dial.
I have succesfully done this too. But the issue comes at 6 O'Clock or 30 min. The angle comes out to be nan for that which makes my smooth clock totally abrupt.
Here is the code.
myPath1 = [UIBezierPath bezierPathWithOvalInRect:CGRectMake(5, 5, 244, 244)];
[myPath1 closePath];
[myPath1 setLineWidth:20];
// Draw a shape Layer with Triangle Path
CAShapeLayer *shapeLayer1 = [CAShapeLayer layer];
shapeLayer1.fillColor = [UIColor clearColor].CGColor;
shapeLayer1.strokeColor = [UIColor clearColor].CGColor;
shapeLayer1.lineWidth = 20;
shapeLayer1.path = myPath1.CGPath;
// Add it to your view
[circleView.layer addSublayer:shapeLayer1];
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:circleView];
if([self containsPointOnStroke:currentPoint onPath:myPath1])
{
[self calculateAngle:currentPoint];
}
}
- (BOOL)containsPointOnStroke:(CGPoint)point onPath:(UIBezierPath *)path
{
CGPathRef cgPath = path.CGPath;
CGPathRef strokedPath = CGPathCreateCopyByStrokingPath(cgPath, NULL, 10,
kCGLineCapRound, kCGLineJoinRound, 1);
BOOL pointIsNearPath = CGPathContainsPoint(strokedPath, NULL, point, NO);
CGPathRelease(strokedPath);
return pointIsNearPath;
}
//---- calculate angle from the point of touch taking center as the reference ----//
- (void) calculateAngle : (CGPoint)currentPoint
{
double distance = sqrt(pow((currentPoint.x - 127), 2.0) + pow((currentPoint.y - 5), 2.0));
float val = ((2 * 14884) - powf((distance), 2)) / (2 * 14884);
float angleVal = acosf(val) * 180/M_PI;
float timeval = angleVal;
//NSLog(#"angleVal : %f timeVal : %.2f", angleVal, timeval);
if (isnan(angleVal))
{
// if the value of the angle val is infinite
if(check == 0)
[hourBtn setTitle:#"06" forState:UIControlStateNormal];
else
[minBtn setTitle:#"30" forState:UIControlStateNormal];
}
else
{
if(check == 0)
{
if (currentPoint.x >= 127)
[hourBtn setTitle:[self getHour:timeval reverseTIme:NO] forState:UIControlStateNormal];
else
[hourBtn setTitle:[self getHour:timeval reverseTIme:YES] forState:UIControlStateNormal];
}
else
{
if (currentPoint.x >= 127)
[minBtn setTitle:[self getMin:timeval reverseTIme:NO] forState:UIControlStateNormal];
else
[minBtn setTitle:[self getMin:timeval reverseTIme:YES] forState:UIControlStateNormal];
}
}
[timeLbl setText:[NSString stringWithFormat:#"%02d:%02d",[hourBtn.titleLabel.text intValue], [minBtn.titleLabel.text intValue]]];
}
//---- get the hour time from the angle ----//
- (NSString *) getHour :(float) angle reverseTIme:(BOOL) reverseCheck
{
int minuteCount = angle * 2;
int quo = minuteCount / 60;
int temp = quo;
if(quo == 0)
quo = 12;
NSString *timeStr = [NSString stringWithFormat:#"%02d", quo];
quo = temp;
if (reverseCheck)
{
int revQuo = 11 - quo;
if(revQuo == 0)
revQuo = 12;
timeStr = [NSString stringWithFormat:#"%02d", revQuo];
}
return timeStr;
}
// get the min time from the angle
- (NSString *) getMin :(float) angle reverseTIme:(BOOL) reverseCheck
{
int minuteCount = angle;
int rem = minuteCount / 6;
NSString *timeStr = [NSString stringWithFormat:#"%02d", rem];
if (reverseCheck)
{
int revRem = 60 - rem;
if(revRem == 60)
revRem = 0;
timeStr = [NSString stringWithFormat:#"%02d", revRem];
}
//NSLog(#"timeStr : %#", timeStr);
return timeStr;
}
Related
I'm using this class called SHLineGraphView and it's working good, but I have a problem that they didn't implemented a methods for removing a plot. Now I have to do it, but I can't quite figure the right way to do.
This is how they drawing the plot:
- (void)addPlot:(SHPlot *)newPlot;
{
if(nil == newPlot) {
return;
}
if(_plots == nil){
_plots = [NSMutableArray array];
}
[_plots addObject:newPlot];
}
- (void)drawPlot:(SHPlot *)plot {
NSDictionary *theme = plot.plotThemeAttributes;
//
CAShapeLayer *backgroundLayer = [CAShapeLayer layer];
backgroundLayer.frame = self.bounds;
backgroundLayer.fillColor = ((UIColor *)theme[kPlotFillColorKey]).CGColor;
backgroundLayer.backgroundColor = [UIColor clearColor].CGColor;
[backgroundLayer setStrokeColor:[UIColor clearColor].CGColor];
[backgroundLayer setLineWidth:((NSNumber *)theme[kPlotStrokeWidthKey]).intValue];
CGMutablePathRef backgroundPath = CGPathCreateMutable();
//
CAShapeLayer *circleLayer = [CAShapeLayer layer];
circleLayer.frame = self.bounds;
circleLayer.fillColor = ((UIColor *)theme[kPlotPointFillColorKey]).CGColor;
circleLayer.backgroundColor = [UIColor clearColor].CGColor;
[circleLayer setStrokeColor:((UIColor *)theme[kPlotPointFillColorKey]).CGColor];
[circleLayer setLineWidth:((NSNumber *)theme[kPlotStrokeWidthKey]).intValue];
CGMutablePathRef circlePath = CGPathCreateMutable();
//
CAShapeLayer *graphLayer = [CAShapeLayer layer];
graphLayer.frame = self.bounds;
graphLayer.fillColor = [UIColor clearColor].CGColor;
graphLayer.backgroundColor = [UIColor clearColor].CGColor;
[graphLayer setStrokeColor:((UIColor *)theme[kPlotStrokeColorKey]).CGColor];
[graphLayer setLineWidth:((NSNumber *)theme[kPlotStrokeWidthKey]).intValue];
CGMutablePathRef graphPath = CGPathCreateMutable();
double yRange = [_yAxisRange doubleValue]; // this value will be in dollars
double yIntervalValue = yRange / INTERVAL_COUNT;
//logic to fill the graph path, ciricle path, background path.
[plot.plottingValues enumerateObjectsUsingBlock:^(id obj, NSUInteger idx, BOOL *stop) {
NSDictionary *dic = (NSDictionary *)obj;
__block NSNumber *_key = nil;
__block NSNumber *_value = nil;
[dic enumerateKeysAndObjectsUsingBlock:^(id key, id obj, BOOL *stop) {
_key = (NSNumber *)key;
_value = (NSNumber *)obj;
}];
int xIndex = [self getIndexForValue:_key forPlot:plot];
//x value
double height = self.bounds.size.height - BOTTOM_MARGIN_TO_LEAVE;
double y = height - ((height / ([_yAxisRange doubleValue] + yIntervalValue)) * [_value doubleValue]);
(plot.xPoints[xIndex]).x = ceil((plot.xPoints[xIndex]).x);
(plot.xPoints[xIndex]).y = ceil(y);
}];
//move to initial point for path and background.
CGPathMoveToPoint(graphPath, NULL, _leftMarginToLeave, plot.xPoints[0].y);
CGPathMoveToPoint(backgroundPath, NULL, _leftMarginToLeave, plot.xPoints[0].y);
int count = _xAxisValues.count;
for(int i=0; i< count; i++){
CGPoint point = plot.xPoints[i];
CGPathAddLineToPoint(graphPath, NULL, point.x, point.y);
CGPathAddLineToPoint(backgroundPath, NULL, point.x, point.y);
CGPathAddEllipseInRect(circlePath, NULL, CGRectMake(point.x - 2.5, point.y - 2.5, 5, 5));
}
//move to initial point for path and background.
CGPathAddLineToPoint(graphPath, NULL, _leftMarginToLeave + PLOT_WIDTH, plot.xPoints[count -1].y);
CGPathAddLineToPoint(backgroundPath, NULL, _leftMarginToLeave + PLOT_WIDTH, plot.xPoints[count - 1].y);
//additional points for background.
CGPathAddLineToPoint(backgroundPath, NULL, _leftMarginToLeave + PLOT_WIDTH, self.bounds.size.height - BOTTOM_MARGIN_TO_LEAVE);
CGPathAddLineToPoint(backgroundPath, NULL, _leftMarginToLeave, self.bounds.size.height - BOTTOM_MARGIN_TO_LEAVE);
CGPathCloseSubpath(backgroundPath);
backgroundLayer.path = backgroundPath;
graphLayer.path = graphPath;
circleLayer.path = circlePath;
//animation
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"strokeEnd"];
animation.duration = 1;
animation.fromValue = #(0.0);
animation.toValue = #(1.0);
[graphLayer addAnimation:animation forKey:#"strokeEnd"];
backgroundLayer.zPosition = 0;
graphLayer.zPosition = 1;
circleLayer.zPosition = 2;
[self.layer addSublayer:graphLayer];
[self.layer addSublayer:circleLayer];
[self.layer addSublayer:backgroundLayer];
NSUInteger count2 = _xAxisValues.count;
for(int i=0; i< count2; i++){
CGPoint point = plot.xPoints[i];
UIButton *btn = [UIButton buttonWithType:UIButtonTypeCustom];
btn.backgroundColor = [UIColor clearColor];
btn.tag = i;
btn.frame = CGRectMake(point.x - 20, point.y - 20, 40, 40);
[btn addTarget:self action:#selector(clicked:) forControlEvents:UIControlEventTouchUpInside];
objc_setAssociatedObject(btn, kAssociatedPlotObject, plot, OBJC_ASSOCIATION_RETAIN_NONATOMIC);
[self addSubview:btn];
}
}
And this is what I've been added, but just can't figure out how to actually remove the plot:
- (void)removePlot:(SHPlot *)plot
{
if (nil == plot) {
return;
}
if (_plots == nil) {
return;
}
[_plots removeObject:plot];
[self removePlotFromView:plot];
}
This is what you need to add in your SHLineGraphView.m file.
This method will remove all the plots added on your graphview.
- (void)removeAllPlots {
for (UIView *view in self.subviews) {
view.layer.sublayers = nil;
[view removeFromSuperview];
}
self.layer.sublayers = nil;
}
For removing a specific plot, first you need to give unique tag to your graphLayer, circleLayer and backgroundLayer.
You can do that by adding following code in your drawPlot: method.
[graphLayer setValue:[NSNumber numberWithInteger:[_plots indexOfObject:plot]] forKey:#"PLTag"];
[circleLayer.frame setValue:[NSNumber numberWithInteger:[_plots indexOfObject:plot]] forKey:#"PLTag"];
[backgroundLayer setValue:[NSNumber numberWithInteger:[_plots indexOfObject:plot]] forKey:#"PLTag"];
Then, add this method to remove specific plot:
- (void)removePlot:(SHPlot *)plot
{
if (plot == nil)
return;
else if (_plots == nil)
return;
for (CALayer *layer in self.layer.sublayers) {
if ([[layer valueForKey:#"PLTag"] isEqualToNumber:[NSNumber numberWithInteger:[_plots indexOfObject:plot]]]) {
[layer removeFromSuperlayer];
}
}
}
Hope it helps you.
So, by #Tejvansh Singh Chhabra's answer I managed to find a solution:
First of all, I've added these 2 new methods to SHGraphLineView.h:
/**
* this methods will remove a plot from the graph.
*
* #param plot the Plot that you want to remove from the Graph.
*/
- (void)removePlot:(SHPlot *)plot;
/**
* this methods will draw a new plot on the graph.
*
* #param plot the Plot that you want to draw on the Graph.
*/
- (void)drawNewPlot:(SHPlot*)plot;
And implement them on the main file:
- (void)removePlot:(SHPlot *)plot
{
if (plot == nil) {
return;
}
else if (_plots == nil) {
return;
}
for (CALayer *layer in [self.layer.sublayers copy])
{
if ([layer valueForKey:#"PLTag"] != nil)
{
NSString *tag = [layer valueForKey:#"PLTag"];
NSString *plotIndex = [NSString stringWithFormat:#"%ld", (long)plot.plotIndex];
if ([tag isEqualToString:plotIndex])
{
[layer removeFromSuperlayer];
}
}
}
[_plots removeObject:plot];
}
- (void)drawNewPlot:(SHPlot*)plot
{
if (nil == plot) {
return;
}
if (_plots == nil) {
_plots = [NSMutableArray array];
}
[_plots addObject:plot];
[self xPointWithoutDrawingForPlot:plot];
[self drawPlot:plot];
}
Now there is another method that create the x point for the plot, but without the labels and all the other this that are drawing with it when you first build the graph:
- (void)xPointWithoutDrawingForPlot:(SHPlot*)plot
{
int xIntervalCount = _xAxisValues.count;
double xIntervalInPx = PLOT_WIDTH / _xAxisValues.count;
//initialize actual x points values where the circle will be
plot.xPoints = calloc(sizeof(CGPoint), xIntervalCount);
for(int i=0; i < xIntervalCount; i++)
{
CGPoint currentLabelPoint = CGPointMake((xIntervalInPx * i) + _leftMarginToLeave, self.bounds.size.height - BOTTOM_MARGIN_TO_LEAVE);
CGRect xLabelFrame = CGRectMake(currentLabelPoint.x , currentLabelPoint.y, xIntervalInPx, BOTTOM_MARGIN_TO_LEAVE);
plot.xPoints[i] = CGPointMake((int) xLabelFrame.origin.x + (xLabelFrame.size.width /2) , (int) 0);
}
}
Another important thing is to add a valueForKey to the CAShapeLayer objects of the plot at first draw, we need to add to this method:
- (void)drawPlot:(SHPlot *)plot;
These 3 lines:
[graphLayer setValue:[NSString stringWithFormat:#"%ld", (long)plot.plotIndex] forKey:#"PLTag"];
[circleLayer setValue:[NSString stringWithFormat:#"%ld", (long)plot.plotIndex] forKey:#"PLTag"];
[backgroundLayer setValue:[NSString stringWithFormat:#"%ld", (long)plot.plotIndex] forKey:#"PLTag"];
One last thing, to SHPlot class we need to add an NSInteger that will indicate the index of this specific plot, and you need to set it when you first build the plot
SHPlot.h
/**
* index for plot for identification
*/
#property (assign, nonatomic) NSInteger plotIndex;
Enjoy! :)
I have a class with a square made of bezierPaths, you can change the size of the square by pressing near a side and drag it.
Right now i can drag and release one time, the next time i get the following error:
2015-01-20 14:20:36.356 BezierPaths[196:3437] *** -[CALayer convertPoint:fromLayer:]: message sent to deallocated instance 0x1742251c0
Why doesnt it work the 2nd time?
This is the class:
#implementation EditBezierView
{
UIBezierPath *path;
UIImage *incrementalImage;
CGPoint pts[9];
NSMutableArray *pathPoints;
NSMutableArray *controlPoints;
BOOL pressedPoint;
int index;
float xStart;
float yStart;
int closestIndex;
CGPoint closestComparePoint;
bool moveControl;
int counter;
}
- (id)initWithCoder:(NSCoder *)aDecoder
{
if (self = [super initWithCoder:aDecoder])
{
[self setMultipleTouchEnabled:NO];
[self setBackgroundColor:[UIColor clearColor]];
path = [UIBezierPath bezierPath];
[path setLineWidth:1.0];
pathPoints = [NSMutableArray array];
controlPoints = [NSMutableArray array];
}
return self;
}
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
[self setMultipleTouchEnabled:NO];
path = [UIBezierPath bezierPath];
[path setLineWidth:2.0];
counter = 0;
}
return self;
}
- (void)initValues
{
[pathPoints addObject:[NSValue valueWithCGPoint:CGPointMake(47.0, 130.0)]];
[pathPoints addObject:[NSValue valueWithCGPoint:CGPointMake(14.0, 230.0)]];
[controlPoints addObject:[NSValue valueWithCGPoint:CGPointMake(26.0, 150.0)]];
[pathPoints addObject:[NSValue valueWithCGPoint:CGPointMake(22.0, 320.0)]];
[controlPoints addObject:[NSValue valueWithCGPoint:CGPointMake(9.0, 270.0)]];
[pathPoints addObject:[NSValue valueWithCGPoint:CGPointMake(90.0, 420.0)]];
[controlPoints addObject:[NSValue valueWithCGPoint:CGPointMake(24.0, 380.0)]];
[pathPoints addObject:[NSValue valueWithCGPoint:CGPointMake(230.0, 420.0)]];
[controlPoints addObject:[NSValue valueWithCGPoint:CGPointMake(170.0, 460.0)]];
[pathPoints addObject:[NSValue valueWithCGPoint:CGPointMake(300.0, 320.0)]];
[controlPoints addObject:[NSValue valueWithCGPoint:CGPointMake(280.0, 390)]];
[pathPoints addObject:[NSValue valueWithCGPoint:CGPointMake(307.0, 220.0)]];
[controlPoints addObject:[NSValue valueWithCGPoint:CGPointMake(315.0, 260.0)]];
[pathPoints addObject:[NSValue valueWithCGPoint:CGPointMake(270.0, 130.0)]];
[controlPoints addObject:[NSValue valueWithCGPoint:CGPointMake(300.0, 160.0)]];
[self drawPaths];
}
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
- (void)drawRect:(CGRect)rect
{
[[UIColor blueColor] setStroke];
[path stroke];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
counter++;
NSLog(#"%d", counter);
[self.layer.sublayers makeObjectsPerformSelector:#selector(removeFromSuperlayer)];
UITouch *currentTouch = [touches anyObject];
CGPoint startPt = [currentTouch locationInView:self];
if(moveControl)
{
float xOs = [(NSValue*)[controlPoints objectAtIndex:closestIndex] CGPointValue].x;
float yOs = [(NSValue*)[controlPoints objectAtIndex:closestIndex] CGPointValue].y;
[controlPoints replaceObjectAtIndex:closestIndex withObject:[NSValue valueWithCGPoint:CGPointMake(xOs - (xStart-startPt.x), yOs - (yStart - startPt.y))]];
}
else
{
float xOs = [(NSValue*)[pathPoints objectAtIndex:closestIndex] CGPointValue].x;
float yOs = [(NSValue*)[pathPoints objectAtIndex:closestIndex] CGPointValue].y;
[pathPoints replaceObjectAtIndex:closestIndex withObject:[NSValue valueWithCGPoint:CGPointMake(xOs - (xStart-startPt.x), yOs - (yStart - startPt.y))]];
}
[self drawPaths];
xStart = startPt.x;
yStart = startPt.y;
}
- (void)drawPaths
{
path = [UIBezierPath bezierPath];
for(int i = 1; i < [pathPoints count]; i++)
{
//Draw path
[path moveToPoint:((NSValue*)[pathPoints objectAtIndex:i-1]).CGPointValue];
[path addQuadCurveToPoint:((NSValue*)[pathPoints objectAtIndex:i]).CGPointValue controlPoint:((NSValue*)[controlPoints objectAtIndex:i-1]).CGPointValue];
//Draw points
if(i == 1)
{
[self addrectangle:((NSValue*)[pathPoints objectAtIndex:i-1]).CGPointValue];
[self addrectangle:((NSValue*)[pathPoints objectAtIndex:i]).CGPointValue];
[self addQuadrectangle:((NSValue*)[controlPoints objectAtIndex:i-1]).CGPointValue];
}
else
{
[self addrectangle:((NSValue*)[pathPoints objectAtIndex:i]).CGPointValue];
[self addQuadrectangle:((NSValue*)[controlPoints objectAtIndex:i-1]).CGPointValue];
}
}
[self setNeedsDisplay];
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *currentTouch = [touches anyObject];
CGPoint startPt = [currentTouch locationInView:self];
closestComparePoint = startPt;
xStart = startPt.x;
yStart = startPt.y;
[self findNearestPoint];
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
//[self drawPath];
}
-(void)findNearestPoint
{
int pathClosestIndex = 0;
CGFloat xDist;
CGFloat yDist;
CGFloat Controldistance = 12401240;
CGFloat Pathdistance = 12401240;
for(int i = 0; i < [controlPoints count]; i++)
{
xDist = ABS([(NSValue*)[controlPoints objectAtIndex:i] CGPointValue].x - closestComparePoint.x);
yDist = ABS([(NSValue*)[controlPoints objectAtIndex:i] CGPointValue].y - closestComparePoint.y);
if(sqrt((xDist * xDist) + (yDist * yDist)) < Controldistance)
{
Controldistance = sqrt((xDist * xDist) + (yDist * yDist));
closestIndex = i;
}
}
for(int i = 0; i < [pathPoints count]; i++)
{
xDist = ABS([(NSValue*)[pathPoints objectAtIndex:i] CGPointValue].x - closestComparePoint.x);
yDist = ABS([(NSValue*)[pathPoints objectAtIndex:i] CGPointValue].y - closestComparePoint.y);
if(sqrt((xDist * xDist) + (yDist * yDist)) < Pathdistance)
{
Pathdistance = sqrt((xDist * xDist) + (yDist * yDist));
pathClosestIndex = i;
}
}
if(Pathdistance < Controldistance)
{
moveControl = NO;
closestIndex = pathClosestIndex;
}
else
{
moveControl = YES;
}
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event
{
[self touchesEnded:touches withEvent:event];
pressedPoint = NO;
}
-(void)removeRectangles{
[self.layer.sublayers makeObjectsPerformSelector:#selector(removeFromSuperlayer)];
}
-(void)addrectangle:(CGPoint) center{
int offset = 8;
UIBezierPath *path2 = [UIBezierPath bezierPath];
[path2 moveToPoint:CGPointMake(center.x - offset, center.y - offset)];
// # Entry Point with 10px white frame
[path2 moveToPoint:CGPointMake(center.x - offset, center.y - offset)];
// # Keeping 10px frame with iPhone's 450 on y-axis
[path2 addLineToPoint:CGPointMake(center.x - offset, center.y + offset)];
// path2 Substracting 10px for frame on x-axis, and moving 450 in y-axis
[path2 addLineToPoint:CGPointMake(center.x + offset, center.y + offset)];
// # Moving up to 1st step 10px line, 310px on the x-axis
[path2 addLineToPoint:CGPointMake(center.x + offset, center.y - offset)];
// # Back to entry point
[path2 addLineToPoint:CGPointMake(center.x - offset, center.y - offset)];
// 4th Create a CAShapeLayer that uses that UIBezierPath:
CAShapeLayer *shapeLayer = [CAShapeLayer layer];
shapeLayer.path = [path2 CGPath];
shapeLayer.strokeColor = [[UIColor blueColor] CGColor];
shapeLayer.lineWidth = 1.0;
shapeLayer.fillColor = [[UIColor clearColor] CGColor];
// 5th add shapeLayer as sublayer inside layer view
[self.layer addSublayer:shapeLayer];
}
-(void)addQuadrectangle:(CGPoint) center{
int offset = 4;
UIBezierPath *path2 = [UIBezierPath bezierPath];
[path2 moveToPoint:CGPointMake(center.x - offset, center.y - offset)];
// # Entry Point with 10px white frame
[path2 moveToPoint:CGPointMake(center.x - offset, center.y - offset)];
// # Keeping 10px frame with iPhone's 450 on y-axis
[path2 addLineToPoint:CGPointMake(center.x - offset, center.y + offset)];
// path2 Substracting 10px for frame on x-axis, and moving 450 in y-axis
[path2 addLineToPoint:CGPointMake(center.x + offset, center.y + offset)];
// # Moving up to 1st step 10px line, 310px on the x-axis
[path2 addLineToPoint:CGPointMake(center.x + offset, center.y - offset)];
// # Back to entry point
[path2 addLineToPoint:CGPointMake(center.x - offset, center.y - offset)];
// 4th Create a CAShapeLayer that uses that UIBezierPath:
CAShapeLayer *shapeLayer = [CAShapeLayer layer];
shapeLayer.path = [path2 CGPath];
shapeLayer.strokeColor = [[UIColor redColor] CGColor];
shapeLayer.lineWidth = 1.0;
shapeLayer.fillColor = [[UIColor clearColor] CGColor];
// 5th add shapeLayer as sublayer inside layer view
[self.layer addSublayer:shapeLayer];
}
-(int)findOrigoInX
{
int closestToX = [(NSValue *)[pathPoints firstObject] CGPointValue].x;
for(int i = 1; i < [pathPoints count]; i++)
{
if([(NSValue *)[pathPoints objectAtIndex:i] CGPointValue].x < closestToX)
{
closestToX = [(NSValue *)[pathPoints objectAtIndex:i] CGPointValue].x;
}
}
return closestToX;
}
-(int)findOrigoInY
{
int closestToY = [(NSValue *)[pathPoints firstObject] CGPointValue].y;
for(int i = 1; i < [pathPoints count]; i++)
{
if([(NSValue *)[pathPoints objectAtIndex:i] CGPointValue].y > closestToY)
{
closestToY = [(NSValue *)[pathPoints objectAtIndex:i] CGPointValue].y;
}
}
return closestToY;
}
-(NSMutableArray*)generateKoordinateArray
{
NSLog(#"count in pathPoints : %lu", (unsigned long)[pathPoints count]);
NSMutableArray *storeArray = [[NSMutableArray alloc] init];
BezierCsvFormat *storeBezier = [[BezierCsvFormat alloc] init];
NSString *stringValueX;
NSString *stringValueY;
int xOffset = [self findOrigoInX];
NSLog(#"x offset : %d", xOffset);
int yOffset = [self findOrigoInY];
NSLog(#"y offset : %d", yOffset);
for(int i = 1; i < [pathPoints count]; i++)
{
storeBezier = [[BezierCsvFormat alloc] init];
stringValueX = [NSString stringWithFormat:#"%d", (int)[(NSValue *)[pathPoints objectAtIndex:i-1] CGPointValue].x - xOffset];
stringValueY = [NSString stringWithFormat:#"%d", ABS((int)[(NSValue *)[pathPoints objectAtIndex:i-1] CGPointValue].y - yOffset)];
[storeBezier setp0:[NSString stringWithFormat:#"%#,%#",stringValueX, stringValueY]];
stringValueX = [NSString stringWithFormat:#"%d", (int)[(NSValue *)[controlPoints objectAtIndex:i-1] CGPointValue].x - xOffset];
int multiplicator = 1;
if((int)[(NSValue *)[controlPoints objectAtIndex:i-1] CGPointValue].y > yOffset)
{
multiplicator = multiplicator * -1;
}
stringValueY = [NSString stringWithFormat:#"%d", multiplicator * ABS((int)[(NSValue *)[controlPoints objectAtIndex:i-1] CGPointValue].y - yOffset)];
[storeBezier setp1:[NSString stringWithFormat:#"%#,%#",stringValueX, stringValueY]];
stringValueX = [NSString stringWithFormat:#"%d", (int)[(NSValue *)[pathPoints objectAtIndex:i] CGPointValue].x - xOffset];
stringValueY = [NSString stringWithFormat:#"%d", ABS((int)[(NSValue *)[pathPoints objectAtIndex:i] CGPointValue].y - yOffset)];
[storeBezier setp2:[NSString stringWithFormat:#"%#,%#",stringValueX, stringValueY]];
[storeArray addObject:storeBezier];
}
NSLog(#"count in storeArray : %lu", (unsigned long)[storeArray count]);
return storeArray;
}
- (NSMutableArray*)printCoordinateSystem
{
NSMutableArray *tempArray = [self generateKoordinateArray];
return tempArray;
NSLog(#"count in tempArray : %lu", (unsigned long)[tempArray count]);
for(int i = 0; i < [tempArray count]; i++)
{
NSLog(#"p0 : %# p1 : %# p2 : %#", [(BezierCsvFormat*)[tempArray objectAtIndex:i] getp0], [(BezierCsvFormat*)[tempArray objectAtIndex:i] getp1], [(BezierCsvFormat*)[tempArray objectAtIndex:i] getp2]);
}
}
-(void)resetView{
#try {
[path removeAllPoints];
pathPoints = [NSMutableArray array];
[self.subviews makeObjectsPerformSelector:#selector(removeFromSuperview)];
[self.layer.sublayers makeObjectsPerformSelector:#selector(removeFromSuperlayer)];
[self setNeedsDisplay];
}
#catch (NSException *exception) {
[self resetView];
}
#finally {
}
}
Using SHLineGraphView
I want to specify the origin of my graph to a different value other than 0.
The issue was already created here Min/Max draw Y axis but the owner seems uninterested in solving it.
This is what I have now
SHLineGraphView.m
#define BOTTOM_MARGIN_TO_LEAVE 30.0
#define TOP_MARGIN_TO_LEAVE 30.0
#define INTERVAL_COUNT 10
//INTERVAL_COUNT - 3 -> Limits the y-axis to 60 but
//not the entire graph.
- (void)drawYLabels:(SHPlot *)plot {
double yRange = [_yAxisRange doubleValue]; // this value will be in dollars
double yIntervalValue = yRange / INTERVAL_COUNT;
double intervalInPx = (self.bounds.size.height - BOTTOM_MARGIN_TO_LEAVE ) / (INTERVAL_COUNT - 3);
NSLog(#"interval px %f",intervalInPx);
NSMutableArray *labelArray = [NSMutableArray array];
float maxWidth = 0;
for(int i= 0; i <= INTERVAL_COUNT - 3 ; i++){
CGPoint currentLinePoint = CGPointMake(_leftMarginToLeave, i * intervalInPx);
CGRect lableFrame = CGRectMake(0, currentLinePoint.y - (intervalInPx / 2), 100, intervalInPx);
NSLog(#"label frame %f", lableFrame.origin.y);
//if(i != 0) {
UILabel *yAxisLabel = [[UILabel alloc] initWithFrame:lableFrame];
yAxisLabel.backgroundColor = [UIColor clearColor];
yAxisLabel.font = (UIFont *)_themeAttributes[kYAxisLabelFontKey];
yAxisLabel.textColor = (UIColor *)_themeAttributes[kYAxisLabelColorKey];
yAxisLabel.textAlignment = NSTextAlignmentCenter;
float val = (yIntervalValue * (10 - i));
NSLog(#"value %f", val);
if(val > 0){
yAxisLabel.text = [NSString stringWithFormat:#"%.1i%#", (int)val, _yAxisSuffix];
} else {
yAxisLabel.text = [NSString stringWithFormat:#"%.0f", val];
}
[yAxisLabel sizeToFit];
CGRect newLabelFrame = CGRectMake(0, currentLinePoint.y - (yAxisLabel.layer.frame.size.height / 2), yAxisLabel.frame.size.width, yAxisLabel.layer.frame.size.height);
yAxisLabel.frame = newLabelFrame;
if(newLabelFrame.size.width > maxWidth) {
maxWidth = newLabelFrame.size.width;
}
[labelArray addObject:yAxisLabel];
[self addSubview:yAxisLabel];
//}
}
viewController.m
_graphView.yAxisRange = #(200);
The y-axis is ok but the graph is still plotted from origin 0.
Create a yAxisMinValue property
#property (nonatomic, strong) NSNumber *yAxisMinValue;
...and update your drawYLabels function as follows:
- (void)drawYLabels:(SHPlot *)plot {
double yRange = [_yAxisRange doubleValue]; // this value will be in dollars
double yRangeMin = [_yAxisMinValue doubleValue];
NSLog(#"yRange: %f", yRange);
NSLog(#"yRangeMin: %f", yRangeMin);
double yIntervalValue = (yRange - yRangeMin) / INTERVAL_COUNT;
NSLog(#"yIntervalValue: %f", yIntervalValue);
double intervalInPx = (self.bounds.size.height - BOTTOM_MARGIN_TO_LEAVE ) / (INTERVAL_COUNT +1);
NSMutableArray *labelArray = [NSMutableArray array];
float maxWidth = 0;
for(int i= INTERVAL_COUNT + 1; i >= 0; i--){
NSLog(#"i = %d",i);
CGPoint currentLinePoint = CGPointMake(_leftMarginToLeave, i * intervalInPx);
CGRect lableFrame = CGRectMake(0, currentLinePoint.y - (intervalInPx / 2), 100, intervalInPx);
if(i != 0) {
UILabel *yAxisLabel = [[UILabel alloc] initWithFrame:lableFrame];
yAxisLabel.backgroundColor = [UIColor clearColor];
yAxisLabel.font = (UIFont *)_themeAttributes[kYAxisLabelFontKey];
yAxisLabel.textColor = (UIColor *)_themeAttributes[kYAxisLabelColorKey];
yAxisLabel.textAlignment = NSTextAlignmentCenter;
float val = (yIntervalValue * (10 - i)) + yRangeMin;
if(val > yRangeMin){
yAxisLabel.text = [NSString stringWithFormat:#"%.1f%#", val, _yAxisSuffix];
NSLog(#"%.1f%#", val, _yAxisSuffix);
} else {
yAxisLabel.text = [NSString stringWithFormat:#"%.1f", val];
NSLog(#"%.1f", val);
}
[yAxisLabel sizeToFit];
CGRect newLabelFrame = CGRectMake(0, currentLinePoint.y - (yAxisLabel.layer.frame.size.height / 2), yAxisLabel.frame.size.width, yAxisLabel.layer.frame.size.height);
yAxisLabel.frame = newLabelFrame;
if(newLabelFrame.size.width > maxWidth) {
maxWidth = newLabelFrame.size.width;
}
[labelArray addObject:yAxisLabel];
[self addSubview:yAxisLabel];
}
}
I am trying to get the value from my custom class SKNode object. The problem is when I touch on the object no matter what is gives me the same value regardless of the object I touch on.
(blue button) and I cannot get the buttonID,buttonType that I set earlier.
Everything works well, except when I need to get the buttonType, buttonID of the object I touch or drag over.
I am not sure where I am going wrong, any help or push in the right direction would be great. Thanks.
here is my custom class .h file.
#import <SpriteKit/SpriteKit.h>
#interface ButtonNode : SKNode {
SKNode *buttonCustom;
}
#property int buttonType, buttonColumn, buttonID, xPos, yPos;
#property NSString *buttonName;
-(id)initWithButtonType:(int)buttonType;
#end
Here is my custom class .m file
#import "ButtonNode.h"
#define kBoxSize CGSizeMake(40, 40)
#implementation ButtonNode
#synthesize buttonColumn,buttonType,buttonID,xPos,yPos,buttonName;
static const uint32_t blueCategory = 1 << 0;
static const uint32_t redCategory = 1 << 1;
static const uint32_t greenCategory = 1 << 2;
static const uint32_t yellowCategory = 1 << 3;
-(id)initWithButtonType:(int)buttonType {
self = [super init];
if (buttonType == 1) {
NSLog(#"BLUE BUTTON CREATE");
[self addButtonBlue];
}
if (buttonType == 2) {
NSLog(#"RED BUTTON CREATE");
[self addButtonRed];
}
if (buttonType == 3) {
NSLog(#"Green BUTTON CREATE");
[self addButtonGreen];
}
if (buttonType == 4) {
NSLog(#"Yellow BUTTON CREATE");
[self addButtonYellow];
}
return self;
}
- (void) addButtonBlue {
SKSpriteNode *rect;
//button type 1
rect = [SKSpriteNode spriteNodeWithColor:[UIColor blueColor] size:kBoxSize];
int tmpInt = [[NSDate date] timeIntervalSince1970];
NSString *tmpName = [NSString stringWithFormat:#"%i", tmpInt];
rect.name = tmpName; //unique name.
rect.name = #"1";
rect.physicsBody.categoryBitMask = blueCategory;
rect.physicsBody.contactTestBitMask = blueCategory;
rect.physicsBody.collisionBitMask = blueCategory | redCategory | yellowCategory | greenCategory;
rect.position = CGPointMake(xPos , yPos );
[self addChild:rect];
}
- (void) addButtonRed {
SKSpriteNode *rect;
//button type 2
rect = [SKSpriteNode spriteNodeWithColor:[UIColor redColor] size:kBoxSize];
int tmpInt = [[NSDate date] timeIntervalSince1970];
NSString *tmpName = [NSString stringWithFormat:#"%i", tmpInt];
rect.name = tmpName; //unique name.
rect.name = #"2";
rect.physicsBody.categoryBitMask = redCategory;
rect.physicsBody.contactTestBitMask = redCategory;
rect.physicsBody.collisionBitMask = blueCategory | redCategory | yellowCategory | greenCategory;
rect.position = CGPointMake(xPos , yPos );
[self addChild:rect];
}
- (void) addButtonGreen {
SKSpriteNode *rect;
//button type 3
rect = [SKSpriteNode spriteNodeWithColor:[UIColor greenColor] size:kBoxSize];
int tmpInt = [[NSDate date] timeIntervalSince1970];
NSString *tmpName = [NSString stringWithFormat:#"%i", tmpInt];
rect.name = tmpName; //unique name.
rect.name = #"3";
rect.physicsBody.categoryBitMask = greenCategory;
rect.physicsBody.contactTestBitMask = greenCategory;
rect.physicsBody.collisionBitMask = blueCategory | redCategory | yellowCategory | greenCategory;
rect.position = CGPointMake(xPos , yPos );
[self addChild:rect];
}
- (void) addButtonYellow {
SKSpriteNode *rect;
//button type 4
rect = [SKSpriteNode spriteNodeWithColor:[UIColor yellowColor] size:kBoxSize];
int tmpInt = [[NSDate date] timeIntervalSince1970];
NSString *tmpName = [NSString stringWithFormat:#"%i", tmpInt];
rect.name = tmpName; //unique name.
rect.name = #"4";
rect.physicsBody.mass = 1;
rect.physicsBody.categoryBitMask = yellowCategory;
rect.physicsBody.contactTestBitMask = yellowCategory;
rect.physicsBody.collisionBitMask = blueCategory | redCategory | yellowCategory | greenCategory;
rect.position = CGPointMake(xPos , yPos );
[self addChild:rect];
}
#end
Here is where I create the buttons.
(at top of file with rest of global ivar )
ButtonNode * newButton;
for (int i = 1; i <= 6; i++) {
//create random Int
int tmpInt = arc4random() %3;
NSLog(#"tmp %i" ,tmpInt);
column1.position = CGPointMake(100, self.frame.size.height - 40);
if (tmpInt == 0) {
//button type 1
newButton = [[ButtonNode alloc] initWithButtonType:1];
newButton.xPos = column1.position.x;
newButton.yPos = column1.position.y *i;
newButton.buttonID = 344224351; //unique name
newButton.buttonColumn = 2;
newButton.buttonType = 1;
[column1 addChild:newButton];
blueTotal++;
totalButtons++;
column1Total++;
}
if (tmpInt == 1) {
//button type 2
newButton = [[ButtonNode alloc] initWithButtonType:2];
newButton.xPos = column1.position.x;
newButton.yPos = column1.position.y *i;
newButton.buttonID = 344224351; //unique name
newButton.buttonColumn = 2;
newButton.buttonType = 1;
[column1 addChild:newButton];
redTotal++;
totalButtons++;
column1Total++;
}
}
Here is the Part that is not working correctly.
- (void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
for (UITouch *touch in touches) {
UITouch* touch = [touches anyObject];
CGPoint loc = [touch locationInNode:self];
NSArray *nodes = [self nodesAtPoint:loc];
for (SKNode *nod in nodes) {
NSString *tmp = nod.name;
if (tmp.length !=0) {
NSString * tmpType = nod.name;
if ([tmpType isEqualToString:#"1"]) {
NSLog(#"Node Type: %#", nod.name);
previousButton = #"1";
NSLog (#"%d",newButton.buttonType);
}
if ([tmpType isEqualToString:#"2"]) {
NSLog(#"Node Type: %#", nod.name);
previousButton = #"2";
NSLog (#"%d",newButton.buttonType);
}
if ([tmpType isEqualToString:#"3"]) {
NSLog(#"Node Type: %#", nod.name);
previousButton = #"3";
NSLog (#"%d",newButton.buttonType);
}
if ([tmpType isEqualToString:#"4"]) {
NSLog(#"Node Type: %#", nod.name);
previousButton = #"4";
NSLog (#"%d",newButton.buttonType);
}
}
}
}
}
A SKNode does not have those properties.
Try this just inside your for loop :
ButtonNode *myButton = (ButtonNode *)nod;
That will cast nod correctly as a ButtonNode, and you can use myButton like this :
NSLog(#"%d",myButton.buttonType);
Then you should be able to access the properties you have defined in the ButtonNode class.
You might only want to do that cast if you are sure it's a ButtonNode, but was just trying to help you understand why those properties would NEVER be accessible given your current code.
Also, your usage of newButton in that loop in touchesBegan is not what I think you 'think' it is. It's going to be the last button created, not the current node being stored in nod in the loop.
I am using the following code to Draw over an image. All the touch delegates are working, but the drawing is not rendered over the UIImage. Here is the code. I am not able to identify the issue. Thanks in advance.
- (id)initWithCoder:(NSCoder *)aDecoder {
if ((self = [super initWithCoder:aDecoder])) {
[self setupVariables];
}
return self;
}
- (void)drawPic:(UIImage *)thisPic {
myPic = thisPic;
[myPic retain];
[self setNeedsDisplay];
}
- (void)drawRect:(CGRect)rect {
float newHeight;
float newWidth;
float xPos;
float yPos;
float ratio;
if (myPic != NULL) {
ratio = myPic.size.height/460;
if (myPic.size.width/320 > ratio) {
ratio = myPic.size.width/320;
}
newHeight = myPic.size.height/ratio;
newWidth = myPic.size.width/ratio;
xPos = (320 - newWidth) / 2;
yPos = (460 - newHeight) / 2;
[myPic drawInRect:CGRectMake(xPos, yPos, newWidth, newHeight)];
}
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
NSArray *allTouches = [[event allTouches] allObjects];
if ([allTouches count] > 1) {
return;
}
else {
[self drawPoint:[allTouches objectAtIndex:0]];
}
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
NSArray *allTouches = [[event allTouches] allObjects];
if ([allTouches count] > 1) {
return;
}
else {
[self drawPoint:[allTouches objectAtIndex:0]];
self.previousPoint = nil;
self.point = nil;
}
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
NSArray *allTouches = [[event allTouches] allObjects];
if ([allTouches count] > 1) {
return;
}
else {
[self drawPoint:[allTouches objectAtIndex:0]];
self.previousPoint = nil;
self.point = nil;
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
NSArray *allTouches = [[event allTouches] allObjects];
if ([allTouches count] > 1) {
return;
}
else {
[self drawPoint:[allTouches objectAtIndex:0]];
}
}
- (void)dealloc {
CGContextRelease(offScreenBuffer);
[point release];
[previousPoint release];
[super dealloc];
}
- (void)setupVariables {
self.point = nil;
self.previousPoint = nil;
offScreenBuffer = [self setupBuffer];
}
- (CGContextRef)setupBuffer {
CGSize size = self.bounds.size;
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(NULL,size.width,size.height,8,size.width*4, colorSpace,kCGImageAlphaPremultipliedLast);
CGColorSpaceRelease(colorSpace);
CGContextTranslateCTM(context, 0, size.height);
CGContextScaleCTM(context, 1.0, -1.0);
return context;
}
- (void)drawToBuffer {
// Red Gr Blu Alpha
CGFloat color[4] = {0.0, 1.0, 0.0, 1.0};
if (self.previousPoint != nil) {
CGContextSetRGBStrokeColor(offScreenBuffer, color[0], color[1], color[2], color[3]);
CGContextBeginPath(offScreenBuffer);
CGContextSetLineWidth(offScreenBuffer, 10.0);
CGContextSetLineCap(offScreenBuffer, kCGLineCapRound);
CGContextMoveToPoint(offScreenBuffer, previousPoint.location.x, previousPoint.location.y);
CGContextAddLineToPoint(offScreenBuffer, point.location.x, point.location.y);
CGContextSetBlendMode(UIGraphicsGetCurrentContext(), kCGBlendModeColor);
CGContextDrawPath(offScreenBuffer, kCGPathStroke);
}
}
- (void)drawPoint:(UITouch *)touch {
PointLocation *currentLoc = [[PointLocation alloc] init];
currentLoc.location = [touch locationInView:self];
self.previousPoint = self.point;
self.point = currentLoc;
[self drawToBuffer];
[self setNeedsDisplay];
[currentLoc release];
}
It's very simple. You need to do all your drawing in drawRect: and you're only drawing the image in drawRect:, so that's why you only see the image.
-(void)drawPic:(UIImage *)thisPic {
//code for UIViewContentModeScaleAspectFit if needed
self.backgroundColor = [UIColor colorWithPatternImage:thisPic];
[self setNeedsDisplay];
}
Do Not use this in drawRect Method:
[myPic drawInRect:CGRectMake(xPos, yPos, newWidth, newHeight)];
Edit
- (void)drawRect:(CGRect)rect {
if (!myDrawing) {
// CGFloat scale = 0.5;
// CATransform3D transform = CATransform3DMakeScale(scale, scale, scale);
// [self layer].transform = transform;
myDrawing = [[NSMutableArray alloc] initWithCapacity:0];
self.lineOnOffArray = [[NSMutableArray alloc] initWithCapacity:0];
//arrPenThickness = [[NSMutableArray alloc] initWithCapacity:0];
}
CGContextRef ctx = UIGraphicsGetCurrentContext();
if ([myDrawing count] > 0) {
for (int i = 0 ; i < [myDrawing count] ; i++) {
NSArray *thisArray = [myDrawing objectAtIndex:i];
NSString *onOffFlag = [self.lineOnOffArray objectAtIndex:i];
if (([thisArray count] > 2) && (onOffFlag == #"1")){
float penT = [[arrPenThickness objectAtIndex:i] floatValue];
NSString* penC = [arrPenColors objectAtIndex:i];
NSArray *arr = [penC componentsSeparatedByString:#","];
float r = [[arr objectAtIndex:0]floatValue];
float g = [[arr objectAtIndex:1]floatValue];
float b = [[arr objectAtIndex:2]floatValue];
float a = [[arr objectAtIndex:3]floatValue];
CGContextSetRGBStrokeColor(ctx,
r/255.0,
g/255.0,
b/255.0,
a);
CGContextSetLineCap(ctx, kCGLineCapRound);
CGContextSetLineWidth(ctx, penT);
float thisX = [[thisArray objectAtIndex:0] floatValue];
float thisY = [[thisArray objectAtIndex:1] floatValue];
CGContextBeginPath(ctx);
for (int j = 2; j < [thisArray count] ; j+=2) {
CGContextMoveToPoint(ctx, thisX, thisY);
thisX = [[thisArray objectAtIndex:j] floatValue];
thisY = [[thisArray objectAtIndex:j+1] floatValue];
CGContextAddLineToPoint(ctx, thisX,thisY);
}
CGContextStrokePath(ctx);
}
}
}
}