I am developing a color selector and using a circular gradient and a panGesture to pick the color.
Can I add a crosshair or something else to the current touch position?
I need the crosshair to be visible but it should not interfere with the gradient.
This is the code that adds the gradient :
- (void)viewDidLoad
{
[super viewDidLoad];
CGSize size = CGSizeMake(self.view.bounds.size.width, ((self.view.bounds.size.height)/2));
UIGraphicsBeginImageContextWithOptions(CGSizeMake(size.width, size.height), YES, 0.0);
[[UIColor whiteColor] setFill];
UIRectFill(CGRectMake(0, 0,size.width,size.height));
int sectors = 180;
float radius = MIN(size.width, size.height)/2;
float angle = 2 * M_PI/sectors;
UIBezierPath *bezierPath;
for ( int i = 0; i < sectors; i++)
{
CGPoint center = CGPointMake(((size.width)/2), ((size.height)/2));
bezierPath = [UIBezierPath bezierPathWithArcCenter:center radius:radius startAngle:i * angle endAngle:(i + 1) * angle clockwise:YES];
[bezierPath addLineToPoint:center];
[bezierPath closePath];
UIColor *color = [UIColor colorWithHue:((float)i)/sectors saturation:1. brightness:1. alpha:1];
[color setFill];
[color setStroke];
[bezierPath fill];
[bezierPath stroke];
}
img = UIGraphicsGetImageFromCurrentImageContext();
gradientView = [[UIImageView alloc]initWithImage:img];;
UIPanGestureRecognizer *panGesture = [[UIPanGestureRecognizer alloc]initWithTarget:self action:#selector(handlePan:)];
colorView = [[UIView alloc] init];
colorView.frame = CGRectMake(0, 00, 50, 50);
rText.textAlignment = NSTextAlignmentCenter;
gText.textAlignment = NSTextAlignmentCenter;
bText.textAlignment = NSTextAlignmentCenter;
saturationText.textAlignment = NSTextAlignmentCenter;
alphaText.textAlignment = NSTextAlignmentCenter;
brightnessText.textAlignment = NSTextAlignmentCenter;
rText.keyboardType = UIKeyboardTypeNumberPad;
gText.keyboardType = UIKeyboardTypeNumberPad;
bText.keyboardType = UIKeyboardTypeNumberPad;
saturationText.keyboardType = UIKeyboardTypeNumberPad;
alphaText.keyboardType = UIKeyboardTypeNumberPad;
brightnessText.keyboardType = UIKeyboardTypeNumberPad;
gradientView.frame = CGRectMake(0,0,size.width,size.height);
self.view.backgroundColor = [UIColor whiteColor];
[self.view addSubview:gradientView];
gradientView.userInteractionEnabled = YES;
[gradientView addGestureRecognizer: panGesture];
[self.view addSubview:colorView];
}
The handlePan method :
- (IBAction)handlePan:(UIPanGestureRecognizer *)sender
{
if (sender.numberOfTouches)
{
CGSize size = CGSizeMake(self.view.bounds.size.width, (self.view.bounds.size.height)/2);
float radius = MIN(size.width, size.height)/2;
[alphaSlider addTarget:self action:#selector(changeOpacity:) forControlEvents:UIControlEventValueChanged];
[hellSlider addTarget:self action:#selector(changeBrightness:) forControlEvents:UIControlEventValueChanged];
[saturationSlider addTarget:self action:#selector(saturate:) forControlEvents:UIControlEventValueChanged];
[rSlider addTarget:self action:#selector(redSlider:) forControlEvents:UIControlEventValueChanged];
[gSlider addTarget:self action:#selector(greenSlider:) forControlEvents:UIControlEventValueChanged];
[bSlider addTarget:self action:#selector(blueSlider:) forControlEvents:UIControlEventValueChanged];
CGPoint lastPoint = [sender locationOfTouch: sender.numberOfTouches - 1 inView: gradientView];
CGPoint center = CGPointMake((size.width/2), (size.height /2));
CGPoint delta = CGPointMake(lastPoint.x - center.x, lastPoint.y - center.y);
CGFloat angle = (delta.y == 0 ? delta.x >= 0 ? 0 : M_PI : atan2(delta.y, delta.x));
angle = fmod(angle, M_PI * 2.0);
angle += angle >= 0 ? 0 : M_PI * 2.0;
if((lastPoint.x - center.x) + (lastPoint.y - center.y)/2 < radius)
{
UIColor *color = [UIColor colorWithHue: angle / (M_PI * 2.0) saturation:saturationSlider.value brightness:hellSlider.value alpha:alphaSlider.value];
if ([color getRed: &r green: &g blue:&b alpha: &a])
{
NSLog(#"Color value - R : %g G : %g : B %g", r*255, g*255, b*255);
}
float red = r;
float green = g;
float blue = b;
rText.text = [NSString stringWithFormat:#"%.0f",rSlider.value];
gText.text = [NSString stringWithFormat:#"%.0f",green*255];
bText.text = [NSString stringWithFormat:#"%.0f",blue*255];
colorView.backgroundColor = [UIColor colorWithRed:(rText.text.floatValue/255) green:(gText.text.floatValue/255) blue:(bText.text.floatValue/255) alpha:alphaSlider.value];
rSlider.value = red*255;
gSlider.value = green*255;
bSlider.value = blue*255;
alphaText.text = [NSString stringWithFormat:#"%.2f",alphaSlider.value];
brightnessText.text = [NSString stringWithFormat:#"%.2f",hellSlider.value];
saturationText.text = [NSString stringWithFormat:#"%.2f",saturationSlider.value];
}
}
}
Question is solved, thank you.
Well, you definitely 'can' add a crosshair at your current touch position.
I can tell you one of the many possible ways of doing this.
Implement the
- (IBAction)handlePan:(UIPanGestureRecognizer *)recognizer
action handler.
Load an image of a crosshair into an UIImage (say overlayImage):
overlayImage =[UIImage imageNamed:#"crosshair.png"];
and set it into an UIView (say overlayView).
[This can be done in your viewDidLoad method itself.]
Now, add the following code to your handlePan method:
CGPoint translation = [recognizer translationInView:colorView]; //whichever view you want.
_overlayView.center = CGPointMake(_overlayView.center.x + translation.x,
_overlayView.center.y + translation.y);
[recognizer setTranslation:CGPointMake(0, 0) inView:colorView];
if (recognizer.state == UIGestureRecognizerStateEnded) {
CGPoint velocity = [recognizer velocityInView:colorView];
CGFloat magnitude = sqrtf((velocity.x * velocity.x) + (velocity.y * velocity.y));
CGFloat slideMult = magnitude / 800;
// NSLog(#"magnitude: %f, slideMult: %f", magnitude, slideMult);
float slideFactor = 0.1 * slideMult; // Increase for more of a slide
CGPoint finalPoint = CGPointMake(_overlayView.center.x + (velocity.x * slideFactor),
_overlayView.center.y + (velocity.y * slideFactor));
finalPoint.x = MIN(MAX(finalPoint.x, 0), colorView.bounds.size.width);
finalPoint.y = MIN(MAX(finalPoint.y, 0), colorView.bounds.size.height);
[UIView animateWithDuration:slideFactor*2 delay:0 options:UIViewAnimationOptionCurveEaseOut animations:^{
_overlayView.center = finalPoint;
} completion:nil];
That should do the trick.
You may also try doing this by implementing the touchesBegan and touchesMoved method.
Related
I have created a custom view that draws shapes of varying sides. The view is added to main view as a subview as given below. The shapes are of different dimensions.
My source code is given below
-(instancetype) initWithSides:(NSUInteger) sides andFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self) {
[self setBackgroundColor:[UIColor clearColor]];
self.sides = sides;
self.radius = CGRectGetWidth(self.frame) * 1.5 / sides);
}
return self;
}
-(void) drawRect:(CGRect) frame {
// Sides is passed as constructor argument. 4 sides means a quadrilateral etc.
// Get CGPAthRef instance
CGFloat angle = DEGREES_TO_RADIANS(360 / ((CGFloat) self.sides));
int count = 0;
CGFloat xCoord = CGRectGetMidX(self.frame);
CGFloat yCoord = CGRectGetMidY(self.frame);
while (count < self.sides) {
CGFloat xPosition =
xCoord + self.radius * cos(angle * ((CGFloat) count));
CGFloat yPosition =
yCoord + self.radius * sin(angle * ((CGFloat) count));
[self.points addObject:[NSValue valueWithCGPoint:CGPointMake(xPosition, yPosition)]];
count ++;
}
NSValue* v = [self.points firstObject];
CGPoint first = v.CGPointValue;
CGMutablePathRef path = CGPathCreateMutable();
CGPathMoveToPoint(path, nil, first.x, first.y);
for (int ix = 1; ix < [self.points count]; ix++) {
NSValue* pValue = [self.points objectAtIndex:ix];
CGPoint p = pValue.CGPointValue;
CGPathAddLineToPoint(path, nil, p.x, p.y);
}
CGPathCloseSubpath(path);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextAddPath(context, path);
[self colourView:context withPath:path];
}
-(void) colourView:(CGContextRef) context withPath:(CGPathRef) ref {
NSUInteger num = arc4random_uniform(8) + 1;
UIColor* color = nil;
switch (num) {
case 1:
color = [UIColor redColor];
break;
case 2:
color = [UIColor greenColor];
break;
case 3:
color = [UIColor yellowColor];
break;
case 4:
color = [UIColor blueColor];
break;
case 5:
color = [UIColor orangeColor];
break;
case 6:
color = [UIColor brownColor];
break;
case 7:
color = [UIColor purpleColor];
break;
case 8:
color = [UIColor blackColor];
break;
default:
break;
}
CGContextSetFillColorWithColor(context, color.CGColor);
CGContextFillPath(context);
}
This constitutes one single shape. This is how I am drawing the rest of the views.
-(void) initDrawView {
NSUInteger width = CGRectGetWidth(self.view.bounds) / 8;
NSUInteger height = (CGRectGetHeight(self.view.frame))/ 8;
UITapGestureRecognizer *singleFingerTap =
[[UITapGestureRecognizer alloc] initWithTarget:self
action:#selector(handleSingleTap:)];
for (int i = 0 ; i < 8; i++) {
CGFloat yCoord = i * height + i * 15;
for (int j = 0; j < 8; j ++) {
int side = 3 + arc4random() % 8;
CGFloat xCoord = j * width;
SimpleRegularPolygonView* view =
[[SimpleRegularPolygonView alloc] initWithSides:side andFrame:CGRectMake(xCoord, yCoord, width, height)];
[view sizeToFit];
view.viewEffectsDelegate = self;
[view setTag: (8 * i + j)];
[self.view addGestureRecognizer:singleFingerTap];
[self.view addSubview:view];
}
}
}
1) I don't know how to make them have the same dimensions. How can I do that? (First image)
2) the images don't scale up to the size of the UIView (Second image).
Your current code makes the radius inversely proportional to the number of sides:
self.radius = CGRectGetWidth(self.frame) * 1.5 / sides;
so the more sides, the smaller the image. A quick fix would be to just make the radius half the frame width:
self.radius = CGRectGetWidth(self.frame) /2;
This will mean shapes with an even number of sides fill the frame width. But those with an odd number of sides will appear to have space to the left. If you want to adjust for that you will need more detailed calculations for the width, and you will also need to move the "centre" of the shape. For an odd number sides, the radius would need to be:
self.radius = CGRectGetWidth(self.frame) /(1 + cos(angle / 2));
and xCoord would need to be:
CGFloat xCoord = CGRectGetMinX(self.frame) + self.radius * cos(angle/2);
Taking a next step from this post Drag UIView around Shape Comprised of CGMutablePaths , I am trying to add a line which is on one end pinned to the center of the pathLayer_ and the other end gets dragged along with the circular object (circleLayer in handleView_) on the path (figure-8).
The line has its own layer andview and path initiated in (void)initHandleView.
First: I am not able to get the line to go through the center of the pathLayer_:
- (void)viewDidLoad {
[super viewDidLoad];
[self initPathLayer];
[self initHandleView];
[self initHandlePanGestureRecognizer];
}
- (void)initPathLayer {
pathLayer_ = [CAShapeLayer layer];
pathLayer_.lineWidth = 1;
pathLayer_.fillColor = nil;
pathLayer_.strokeColor = [UIColor lightGrayColor].CGColor;
pathLayer_.lineCap = kCALineCapButt;
pathLayer_.lineJoin = kCALineJoinRound;
pathLayer_.frame = self.view.bounds;
pathLayerCenter_ = CGPointMake(CGRectGetMidX(pathLayer_.frame), CGRectGetMidY(pathLayer_.frame));
[self.view.layer addSublayer:pathLayer_];
}
- (void)initHandleView {
handlePathPointIndex_ = 0;
CGRect rect = CGRectMake(0, 0, 30, 30);
CAShapeLayer *circleLayer = [CAShapeLayer layer];
circleLayer.fillColor = [UIColor redColor].CGColor;
circleLayer.strokeColor = [UIColor redColor].CGColor;
circleLayer.lineWidth = 2;
UIBezierPath *circlePath = [UIBezierPath bezierPathWithOvalInRect:CGRectInset(rect, circleLayer.lineWidth, circleLayer.lineWidth)];
circleLayer.frame = rect;
circleLayer.path = circlePath.CGPath;
handleView_ = [[UIView alloc] initWithFrame:rect];
CGRect lineRect = CGRectMake(0,0,CGRectGetMaxX([[UIScreen mainScreen] bounds]), CGRectGetMaxY([[UIScreen mainScreen] bounds]));
CGPoint center = CGPointMake(CGRectGetMidX(pathLayer_.frame), CGRectGetMidY(pathLayer_.frame));
lineView_ = [[UIView alloc] initWithFrame:lineRect];
CAShapeLayer *lineLayer = [CAShapeLayer layer];
lineLayer.fillColor = [UIColor blueColor].CGColor;
lineLayer.strokeColor = [UIColor blueColor].CGColor;
lineLayer.lineWidth = 2;
lineLayer.frame = self.view.bounds;
UIBezierPath *linePath = [UIBezierPath bezierPath];
CGPoint circlePoint = CGPointMake(handleView_.center.x, handleView_.center.y);
[linePath moveToPoint:center]; //Center
[linePath addLineToPoint:circlePoint];
[linePath moveToPoint:circlePoint]; //Handle
lineLayer.path = linePath.CGPath;
[handleView_.layer insertSublayer:circleLayer above:handleView_.layer];
[handleView_.layer insertSublayer:lineLayer above:handleView_.layer];
// handleView_.layer.masksToBounds = YES;
float direction = DEGREES_TO_RADIANS(10);
CGAffineTransform rotationTransform = CGAffineTransformMakeRotation(direction);
[handleView_ setTransform:rotationTransform];
[self.view addSubview:lineView_];
[self.view addSubview:handleView_];
}
And second: I am not sure I do the right thing with the PanGesturerecognizer:
- (void)handleWasPanned:(UIPanGestureRecognizer *)recognizer {
switch (recognizer.state) {
case UIGestureRecognizerStateBegan: {
desiredHandleCenter_ = handleView_.center;
break;
}
case UIGestureRecognizerStateChanged:
case UIGestureRecognizerStateEnded:
case UIGestureRecognizerStateCancelled: {
CGPoint translation = [recognizer translationInView:self.view];
desiredHandleCenter_.x += translation.x;
desiredHandleCenter_.y += translation.y;
[self moveHandleTowardPointAndRotateLine:desiredHandleCenter_];
break;
}
default:
break;
}
[recognizer setTranslation:CGPointZero inView:self.view];
}
- (void)moveHandleTowardPointAndRotateLine:(CGPoint)point {
CGFloat earlierDistance = [self distanceToPoint:point ifHandleMovesByOffset:-1];
CGFloat currentDistance = [self distanceToPoint:point ifHandleMovesByOffset:0];
CGFloat laterDistance = [self distanceToPoint:point ifHandleMovesByOffset:1];
if (currentDistance <= earlierDistance && currentDistance <= laterDistance)
return;
NSInteger step;
CGFloat distance;
if (earlierDistance < laterDistance) {
step = -1;
distance = earlierDistance;
} else {
step = 1;
distance = laterDistance;
}
NSInteger offset = step;
while (true) {
NSInteger nextOffset = offset + step;
CGFloat nextDistance = [self distanceToPoint:point ifHandleMovesByOffset:nextOffset];
if (nextDistance >= distance)
break;
distance = nextDistance;
offset = nextOffset;
}
handlePathPointIndex_ += offset;
// Make one end of the line move with handle (point) while the other is pinned to center of pathLayer_ (ie. in figure8 its the cross point, in a circle it's center)
//CGFloat rot = [self getTouchAngle:point];
CGFloat rot = atan2f((point.x - pathLayerCenter_.x), -(point.y - pathLayerCenter_.y));
handleView_.layer.transform = CATransform3DMakeRotation(rot, 0., 0., 1.);
[self layoutHandleView];
}
I'm just going to ignore your code and tell you how I'd modify my original answer to add the line you want.
First, I'm going to use a dedicated shape layer for the line, so I'll add an instance variable to reference the line layer:
#implementation ViewController {
CAShapeLayer *lineLayer_; // NEW!!!
UIBezierPath *path_;
CAShapeLayer *pathLayer_;
etc.
I need to initialize the line layer when I load the view:
- (void)viewDidLoad {
[super viewDidLoad];
[self initPathLayer];
[self initHandleView];
[self initHandlePanGestureRecognizer];
[self initLineLayer]; // NEW!!!
}
- (void)initLineLayer {
lineLayer_ = [CAShapeLayer layer];
lineLayer_.lineWidth = 1;
lineLayer_.fillColor = nil;
lineLayer_.strokeColor = [UIColor redColor].CGColor;
lineLayer_.lineCap = kCALineCapRound;
lineLayer_.lineJoin = kCALineJoinRound;
[self.view.layer addSublayer:lineLayer_];
}
I need to lay out the line layer when I lay out my top-level view (when it's first shown and on rotations):
- (void)viewDidLayoutSubviews {
[super viewDidLayoutSubviews];
[self createPath];
[self createPathPoints];
[self layoutPathLayer];
[self layoutHandleView];
[self layoutLineLayer]; // NEW!!!
}
- (void)layoutLineLayer {
lineLayer_.frame = self.view.bounds;
CGRect bounds = self.view.bounds;
CGPoint start = CGPointMake(CGRectGetMidX(bounds), CGRectGetMidY(bounds));
CGPoint end = pathPoints_[handlePathPointIndex_];
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:start];
[path addLineToPoint:end];
lineLayer_.path = path.CGPath;
}
Finally, I need to lay out the line layer again (to update its path) whenever I update the handle:
- (void)moveHandleTowardPoint:(CGPoint)point {
// I have omitted most of this method body for brevity.
// Just copy it from the original answer.
...
...
handlePathPointIndex_ += offset;
[self layoutHandleView];
[self layoutLineLayer]; // NEW!!!
}
Result:
I'm making a circle with different buttons all over, spaced out at equal intervals.
Here's what it looks like :
I want to make it so that the picture doesn't rotate. How do I achieve that ? Here's the code.
- (void)drawWheel
{
// Drawing the Wheel view
wheelView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 275, 275)];
wheelView.center = self.view.center;
wheelView.layer.cornerRadius = wheelView.frame.size.width / 2.0;
wheelView.layer.borderColor = [UIColor whiteColor].CGColor;
//wheelView.layer.borderWidth = 0.5f;
CGFloat angleSize = 2 * M_PI / self.buttons.count;
for(int i = 0; i < self.buttons.count; i++)
{
UILabel *label = [[UILabel alloc] initWithFrame:CGRectMake(0, 0, wheelView.frame.size.width / 2.0, 40)];
label.layer.anchorPoint = CGPointMake(1.0f, 0.5f);
label.layer.position = CGPointMake(wheelView.bounds.size.width / 2.0, wheelView.bounds.size.height / 2.0);
label.transform = CGAffineTransformMakeRotation(angleSize * i);
label.backgroundColor = [UIColor clearColor];
UIButton *button = [self.buttons objectAtIndex:i];
button.center = CGPointMake(label.center.x, label.center.y + 15);
button.transform = CGAffineTransformRotate(label.transform, 2 * (angleSize * i));
[label addSubview:button];
[wheelView addSubview:label];
}
[self.view addSubview:wheelView];
}
I didn't check it, but could you change following code
button.transform = CGAffineTransformRotate(label.transform, 2 * (angleSize * i));
to
button.transform = CGAffineTransformMakeRotation(-1 * angleSize * i);
Here I am just rotating your button to opposite direction
You could do something like this I think...
- (void)drawWheel
{
// Drawing the Wheel view
wheelView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 275, 275)];
wheelView.center = self.view.center;
wheelView.layer.cornerRadius = wheelView.frame.size.width / 2.0;
wheelView.layer.borderColor = [UIColor whiteColor].CGColor;
//wheelView.layer.borderWidth = 0.5f;
CGFloat angleSize = 2 * M_PI / self.buttons.count;
for(int i = 0; i < self.buttons.count; i++)
{
UILabel *label = [[UILabel alloc] initWithFrame:CGRectMake(0, 0, wheelView.frame.size.width / 2.0, 40)];
label.layer.anchorPoint = CGPointMake(1.0f, 0.5f);
label.layer.position = CGPointMake(wheelView.bounds.size.width / 2.0, wheelView.bounds.size.height / 2.0);
label.transform = CGAffineTransformMakeRotation(angleSize * i);
label.backgroundColor = [UIColor clearColor];
UIButton *button = [self.buttons objectAtIndex:i];
button.center = CGPointMake(label.center.x, label.center.y + 15);
// change this line
button.transform = CGAffineTransformMakeRotation(-angleSize * i);
[label addSubview:button];
[wheelView addSubview:label];
}
[self.view addSubview:wheelView];
}
Here I am just transforming the button in the other direction with the same angle.
i.e. if the label is rotated 35 degrees then the button is rotated -35 degrees. This will mean the button is rotated 0 degrees relative to the sup review of the label.
I am trying to associate a Gesture with UITouch object because I need to pass data through a target action Method.
I have something implemented but it is inefficient,it get 100% of the CPU processing, it is probably because it is coded incorrectly.
There is my instance method for the UITouch event which call the UIPangesture
- (BOOL)beginTrackingWithTouch:(UITouch *)touch withEvent:(UIEvent *)event
{
return YES;
UIPanGestureRecognizer *panGesture = [[UIPanGestureRecognizer alloc]
initWithTarget:self action:#selector(handlePan:)];
[self addGestureRecognizer: panGesture];
}
There is my instance method for the UIPAnGestureRecognizer
- (IBAction)handlePan:(UIPanGestureRecognizer *)event
{
if (event.numberOfTouches==1)
{
CGPoint lastPoint = [event locationOfTouch: event.numberOfTouches - 1 inView: event.view];
CGRect bounds = self.bounds;
CGPoint center = CGPointMake(CGRectGetMidX(bounds), CGRectGetMidY(bounds));
CGPoint delta = CGPointMake(lastPoint.x - center.x, lastPoint.y - center.y);
CGFloat angle = (delta.y == 0 ? delta.x >= 0 ? 0 : M_PI : atan2(delta.y, delta.x));
angle = fmod(angle, M_PI * 2.0);
angle += angle >= 0 ? 0 : M_PI * 2.0;
UIColor *color = [UIColor colorWithHue: angle / (M_PI * 2.0) saturation:1. brightness:1. alpha:1];
if ([color getRed: &r green: &g blue:&b alpha: &a]){
rValue = r;
gValue = g;
bValue = b;
[self setNeedsDisplay];
[self sendActionsForControlEvents:UIControlEventValueChanged];
[self updateLabels];
}
}
}
And there there the methods which call the action method to obtain the variables from the color picker
- (void)setup:(CsoundObj *)csoundObj
{
NSLog(#"Color value - R : %f G : %f : B %f", rValue, gValue, bValue);
channelPtrR = [csoundObj getInputChannelPtr:#"mix" channelType:CSOUND_CONTROL_CHANNEL];
channelPtrG = [csoundObj getInputChannelPtr:#"pitch" channelType:CSOUND_CONTROL_CHANNEL];
channelPtrB = [csoundObj getInputChannelPtr:#"c" channelType:CSOUND_CONTROL_CHANNEL];
cachedValueR = rValue;
cachedValueG = gValue;
cachedValueB = bValue;
self.cacheDirty = YES;
[self addTarget:self action:#selector(updateValueCache:) forControlEvents:UIControlEventValueChanged];
}
- (void)updateValueCache:(id)sender
{
cachedValueR = ((CustomView*)sender).rValue;
cachedValueG = ((CustomView*)sender).gValue;
cachedValueB = ((CustomView*)sender).bValue;
self.cacheDirty = YES;
}
- (void)updateValuesToCsound
{
if (self.cacheDirty) {
*channelPtrR = cachedValueR;
*channelPtrG = cachedValueG;
*channelPtrB = cachedValueB;
self.cacheDirty = NO;
}
}
- (void)updateValuesFromCsound
{
}
- (void)cleanup
{
[self removeTarget:self action:#selector(updateValueCache:) forControlEvents:UIControlEventValueChanged];
}
I know the problem it is on the instance method for the UITouch event which call the UIPangesture, any other way to do it more efficiently?
I think that you are calling this section of code way too often:
CGPoint lastPoint = [event locationOfTouch: event.numberOfTouches - 1 inView: event.view];
CGRect bounds = self.bounds;
CGPoint center = CGPointMake(CGRectGetMidX(bounds), CGRectGetMidY(bounds));
CGPoint delta = CGPointMake(lastPoint.x - center.x, lastPoint.y - center.y);
CGFloat angle = (delta.y == 0 ? delta.x >= 0 ? 0 : M_PI : atan2(delta.y, delta.x));
angle = fmod(angle, M_PI * 2.0);
angle += angle >= 0 ? 0 : M_PI * 2.0;
UIColor *color = [UIColor colorWithHue: angle / (M_PI * 2.0) saturation:1. brightness:1. alpha:1];
if ([color getRed: &r green: &g blue:&b alpha: &a]){
rValue = r;
gValue = g;
bValue = b;
[self setNeedsDisplay];
[self sendActionsForControlEvents:UIControlEventValueChanged];
[self updateLabels];
}
You are likely calling it when there is no change, or little change. There are two things you could do to reduce the number of calls. You can test for a significant change in the angle like this:
//class property
#property (nonatomic, assign) CGFloat lastAngle;
//In your code
CGFloat deltaAngle = fabs(self.lastAngle - angle)
if (deltaAngle > 0.5) { //select whatever delta works best
angle += angle >= 0 ? 0 : M_PI * 2.0;
UIColor *color = [UIColor colorWithHue: angle / (M_PI * 2.0) saturation:1. brightness:1. alpha:1];
if ([color getRed: &r green: &g blue:&b alpha: &a]){
rValue = r;
gValue = g;
bValue = b;
[self sendActionsForControlEvents:UIControlEventValueChanged];
[self updateLabels];
[self setNeedsDisplay];
}
}
Or you can test for time since the last update like this:
//class property
#property (nonatomic, retain) NSDate *lastTime;
//set it when the view loads
self.lastTime = [NSDate date];
//In your code
NSTimeInterval interval = [[NSDate date] timeIntervalSinceDate:lastdate];
self.lastTime = [NSDate date];
if (interval > 0.05) { //select whatever time interval works best
angle += angle >= 0 ? 0 : M_PI * 2.0;
UIColor *color = [UIColor colorWithHue: angle / (M_PI * 2.0) saturation:1. brightness:1. alpha:1];
if ([color getRed: &r green: &g blue:&b alpha: &a]){
rValue = r;
gValue = g;
bValue = b;
[self sendActionsForControlEvents:UIControlEventValueChanged];
[self updateLabels];
[self setNeedsDisplay];
}
}
Also, are you sure you need the [self setNeedsDisplay] ?
I am using a circular gradient, drawn in an image view, as a color wheel for my color picker. I want to limit the pan gesture recognizer's shouldReceiveTouch: to the gradient's position so that the rest of the view is not affected by the pan gesture recognizer.
How do I do specify circular bounds matching the gradient's radius?
EDIT: I have tried the following code without effect :
if (sender.numberOfTouches)
{
CGSize size = CGSizeMake(self.view.bounds.size.width, self.view.bounds.size.height/3);
float radius = MIN(size.width, size.height)/2;
[alphaSlider addTarget:self action:#selector(changeOpacity:) forControlEvents:UIControlEventValueChanged];
[hellSlider addTarget:self action:#selector(changeBrightness:) forControlEvents:UIControlEventValueChanged];
[saturationSlider addTarget:self action:#selector(saturate:) forControlEvents:UIControlEventValueChanged];
[rSlider addTarget:self action:#selector(redSlider:) forControlEvents:UIControlEventValueChanged];
[gSlider addTarget:self action:#selector(greenSlider:) forControlEvents:UIControlEventValueChanged];
[bSlider addTarget:self action:#selector(blueSlider:) forControlEvents:UIControlEventValueChanged];
CGPoint lastPoint = [sender locationOfTouch: sender.numberOfTouches - 1 inView: gradientView];
CGPoint center = CGPointMake((size.width/2), (size.height /2));
CGPoint delta = CGPointMake(lastPoint.x - center.x, lastPoint.y - center.y);
CGFloat angle = (delta.y == 0 ? delta.x >= 0 ? 0 : M_PI : atan2(delta.y, delta.x));
angle = fmod(angle, M_PI * 2.0);
angle += angle >= 0 ? 0 : M_PI * 2.0;
if((lastPoint.x - center.x) + (lastPoint.y - center.y)/2 < radius)
{
UIColor *color = [UIColor colorWithHue: angle / (M_PI * 2.0) saturation:saturationSlider.value brightness:hellSlider.value alpha:alphaSlider.value];
if ([color getRed: &r green: &g blue:&b alpha: &a])
{
NSLog(#"Color value - R : %g G : %g : B %g", r*255, g*255, b*255);
}
float red = r;
float green = g;
float blue = b;
rText.text = [NSString stringWithFormat:#"%.0f",rSlider.value];
gText.text = [NSString stringWithFormat:#"%.0f",green*255];
bText.text = [NSString stringWithFormat:#"%.0f",blue*255];
colorView.backgroundColor = [UIColor colorWithRed:(rText.text.floatValue/255) green:(gText.text.floatValue/255) blue:(bText.text.floatValue/255) alpha:alphaSlider.value];
rSlider.value = red*255;
gSlider.value = green*255;
bSlider.value = blue*255;
alphaText.text = [NSString stringWithFormat:#"%.2f",alphaSlider.value];
brightnessText.text = [NSString stringWithFormat:#"%.2f",hellSlider.value];
saturationText.text = [NSString stringWithFormat:#"%.2f",saturationSlider.value];
}
}
}
It seems to work on the right side of the gradient and quits receiving color updates, left and lower side are still updating. I need to limit the panGesture appropriately in order for it to stop interfering with my UISliders.
Any ideas?
You just need to hit-test the touch event to see if it's within the circle's area. To do this you'll need to know the center point of your circle, and its radius.
A general equation for doing this is covered on this existing question:
Equation for testing if a point is inside a circle