I've been working on a maps replacement for quite a while now. The whole thing works with a UIScrollView backed by a CATiledLayer.
To rotate my map, i rotate the layer itself. (Using CATransform3DMakeRotation) Works pretty well so far =)
But if I ever call setZoomScale method the CATransform3D that is going to be submitted to my layer is resetting the rotation to 0.
My question is, is there any way to set the zoomscale of my scrollView without loosing the applied rotation?
The same problem exists for the pinch gestures.
//Additional Infos
To rotate around the current Position, i have to edit the anchor point. Maybe this is a problem for the scaling, too.
- (void)correctLayerPosition {
CGPoint position = rootView.layer.position;
CGPoint anchorPoint = rootView.layer.anchorPoint;
CGRect bounds = rootView.bounds;
// 0.5, 0.5 is the default anchorPoint; calculate the difference
// and multiply by the bounds of the view
position.x = (0.5 * bounds.size.width) + (anchorPoint.x - 0.5) * bounds.size.width;
position.y = (0.5 * bounds.size.height) + (anchorPoint.y - 0.5) * bounds.size.height;
rootView.layer.position = position;
}
- (void)onFinishedUpdateLocation:(CLLocation *)newLocation {
if (stayOnCurrentLocation) {
[self scrollToCurrentPosition];
}
if (rotationEnabled) {
CGPoint anchorPoint = [currentConfig layerPointForLocation:newLocation];
anchorPoint.x = anchorPoint.x / rootView.bounds.size.width;
anchorPoint.y = anchorPoint.y / rootView.bounds.size.height;
rootView.layer.anchorPoint = anchorPoint;
[self correctLayerPosition];
}
}
You can implement scrollViewDidZoom: delegate method and concatenate the two transforms to achieve desired effect:
- (void) scrollViewDidZoom:(UIScrollView *) scrollView
{
CATransform3D scale = contentView.layer.transform;
CATransform3D rotation = CATransform3DMakeRotation(M_PI_4, 0, 0, 1);
contentView.layer.transform = CATransform3DConcat(rotation, scale);
}
EDIT
I've got simpler idea! How about adding another view to the hierarchy with the rotation transform attached? Here's the proposed hierarchy:
ScrollView
ContentView - the one returned by viewForZoomingInScrollView:
RotationView - the one with rotation transform
MapView - the one with all the tiles
I don't think that performance should be any concern here and it's worth trying.
Related
I'm working on an app that lets the user resize and rotate a photo using UIGestureRecognizers. I have this code which adjusts the anchorPoint based on where the user is applying touches (to make it look like they're scaling the image at the point where their fingers actually are):
- (void)adjustAnchorPointForGestureRecognizer:(UIGestureRecognizer *)gestureRecognizer
{
UIView *gestureRecognizerView = gestureRecognizer.view;
CGPoint locationInView = [gestureRecognizer locationInView:gestureRecognizerView];
CGPoint locationInSuperview = [gestureRecognizer locationInView:gestureRecognizerView.superview];
gestureRecognizerView.layer.anchorPoint = CGPointMake(locationInView.x / gestureRecognizerView.bounds.size.width, locationInView.y / gestureRecognizerView.bounds.size.height);
gestureRecognizerView.center = locationInSuperview;
}
Later on, I'm simply wanting to calculate the origin based on the center and bounds with this code:
CGRect transformedBounds = CGRectApplyAffineTransform(view.bounds, view.transform);
CGPoint origin = CGPointMake(view.center.x - (transformedBounds.size.width * view.layer.anchorPoint.x), view.center.y - (transformedBounds.size.height * view.layer.anchorPoint.y));
And it's coming out incorrectly (I'm comparing against the frame value which ironically is supposed to be invalidated but actually does have the correct value).
So all in all I'm wondering, what am I not taking into account here? How is the anchorPoint influencing the center in a way I'm not able to determine?
I think the problem is that the origin you are calculating is not really an origin, but rather an offset of the origin of your transformedBounds rect.
I haven't fully tested it, but if you do something like this you should get the correct frame:
CGRect transformedBounds =
CGRectApplyAffineTransform(view.bounds, view.transform);
CGSize originOffset = CGSizeMake(
view.center.x - (transformedBounds.size.width * view.layer.anchorPoint.x),
view.center.y -
(transformedBounds.size.height * view.layer.anchorPoint.y));
transformedBounds.origin.x += originOffset.width;
transformedBounds.origin.y += originOffset.height;
I'm writing an app such that sprites (subclasses of UIImageView) can be rotated, resized, and panned across the screen using gestures. I also would like to be able to apply a 3D perspective transformation to the sprites.
I have the rotate/resize/pan functionality working correctly, as well as the perspective transform. However, they don't seem to work together correctly. If I rotate an unmodified sprite, then try to skew it, the sprite 'resets' it's rotation, then applies the perspective. The opposite works though; if I skew first, I can apply any 2D transformation after without it resetting.
Here is the code I'm using: (rotate, resize, and pan are done using UIGestureRecognizers, whereas the skew uses a UISlider).
Rotate:
- (void)didRotateSprite:(UIRotationGestureRecognizer *)rotate
{
CGFloat angle = rotate.rotation;
CATransform3D transform = CATransform3DIdentity;
transform = CATransform3DRotate(spriteView.layer.transform, angle, 0, 0, 1);
spriteView.layer.transform = transform;
rotate.rotation = 0.0;
}
Resize:
- (void)didPinchSprite:(UIPinchGestureRecognizer *)pinch
{
CGFloat scale = pinch.scale;
CATransform3D transform = CATransform3DIdentity;
transform = CATransform3DScale(spriteView.layer.transform, scale, scale, 1);
view.layer.transform = transform;
pinch.scale = 1.0;
}
Perspective:
- (IBAction)perspectiveChanged:(UISlider *)slider
{
CATransform3D transform = CATransform3DIdentity;
transform.m34 = 1.0 / -100;
transform = CATransform3DRotate(transform, (1 - (slider.value * 2)) * M_PI_2, 1, 0, 0);
spriteView.layer.transform = transform;
}
Thank you!
Found the answer with a lot of debugging and the help of this question. The trick was to transform the view's perspective using:
spriteView.superview.layer.sublayerTransform = transform;
This recursively applies the transformation to the view's superview and any subviews contained in it. For more information about this, check out the documentation and Apple's Layer Style Properties guide too.
I would like to transform a UIView in way that adds a perspective (with two vanishing points) to it (see below).
The reason why I want to do this with a view is because I want the contents of the transformed view to be the cells of a UITableView.
I am new to this kind of coding but I assume that I would have to change the CALayer that belongs to the subview. However, I believe, the transformation I am interested in cannot be created using CATransform3D.
Does anyone have an idea how to approach this problem?
It seems I have found a way to circumvent/solve the problem:
Using CATransform3D transformations it is possible to approximate the to vantage points by splitting the view into two parts (two independent UITableViews). These should be managed by a UIViewController (not the UITableViewController provided by x code) which implements the necessary and protocols.
Then in the viewDidLayoutSubviews: method use the following code to transform the two tableviews.
- (void) viewDidLayoutSubviews {
CATransform3D rotationAndPerspectiveTransform = CATransform3DIdentity;
// left View
// vantage point
rotationAndPerspectiveTransform.m34 = 1.0 / -150.0;
// Z-rotation of 90°
rotationAndPerspectiveTransform = CATransform3DRotate(rotationAndPerspectiveTransform, 90.0 * M_PI/180.0, 0, 0,1);
// X-rotation of 25°
rotationAndPerspectiveTransform = CATransform3DRotate(rotationAndPerspectiveTransform, -25.0 * M_PI/180.0, 1, 0,0);
// left view
[self.view viewWithTag:1].layer.transform = rotationAndPerspectiveTransform;
//right view
rotationAndPerspectiveTransform = CATransform3DIdentity;
rotationAndPerspectiveTransform.m34 = 1.0 / -150;
// Z-rotation of 90°
rotationAndPerspectiveTransform = CATransform3DRotate(rotationAndPerspectiveTransform, 90.0 * M_PI / 180.0, 0, 0,1);
// X-rotation of 30°
rotationAndPerspectiveTransform = CATransform3DRotate(rotationAndPerspectiveTransform, 25.0 * M_PI / 180.0, 1, 0,0);
// right view
[self.view viewWithTag:2].layer.transform = rotationAndPerspectiveTransform;
}
Once transformed the two tableview can be shifted so that they neatly fit together. The only remaining job is to connect the scrolling of one tv with the other. I haven't figured that one out yet.
In my iPad app, Universal Combat Log (new-layout branch), I have a UIView subclass (UCLLineChartView) which contains a UIScrollView and the scrollview in turn contains another UIView subclass (ChartView). ChartView has multiple sub-layers, one for each line of data that has been added to the chart. UCLLineChartView draws the axes and markers. The contents of these views/layers are entirely custom drawn, no stock views are used (e.g. UIImageView).
I'm having a problem with zooming -- it's scaling the ChartView like an image, which makes the drawn line all blurred and stretched. I want the line to stay sharp, preferably even while the user is in the act of zooming, but after 3 days of hacking at this, I cannot get it to work.
If I override setTransform on the ChartView to grab the scale factor from the transform but don't call [super setTransform], then the scrollview's zoomScale stays at 1. I tried keeping the given transform and overriding the transform method to return it. I tried replicating the effects of setTransform by changing the ChartView's center and bounds but I wasn't able to get the behaviour quite right and it still didn't seem to affect the scrollview's zoomScale. It seems that the scrollview's zoomScale depends on the effects of setTransform, but I cannot determine how.
Any assistance would be greatly appreciated.
What you will need to do is update the contentScaleFactor of the chartView. You can do that by adding the following code in either scrollViewDidEndZooming:withView:atScale: or scrollViewDidZoom:.
CGFloat newScale = scrollView.zoomScale * [[UIScreen mainScreen] scale];
[self.chartView setContentScaleFactor:newScale];
I have figured out a solution to my problem that is not too gross a hack. In your UIScrollViewDelegate:
- (void)scrollViewWillBeginZooming:(UIScrollView *)scrollView withView:(UIView *)view
{
[_contentView beginZoom];
}
- (void)scrollViewDidEndZooming:(UIScrollView *)scrollView withView:(UIView *)view atScale:(float)scale
{
CGSize size = scrollView.bounds.size;
CGPoint contentOffset = _scrollView.contentOffset;
CGFloat newScale = _contentView.scale;
newScale = MAX(newScale, kMinZoomScale);
newScale = MIN(newScale, kMaxZoomScale);
[_scrollView setZoomScale:1.0 animated:NO];
_scrollView.minimumZoomScale = kMinZoomScale / newScale;
_scrollView.maximumZoomScale = kMaxZoomScale / newScale;
_contentView.scale = newScale;
CGSize newContentSize = CGSizeMake(size.width * newScale, size.height);
_contentView.frame = CGRectMake(0, 0, newContentSize.width, newContentSize.height);
_scrollView.contentSize = newContentSize;
[_scrollView setContentOffset:contentOffset animated:NO];
[_contentView updateForNewSize];
[_contentView setNeedsDisplay];
}
In your content view, declare a scale property and the following methods:
- (void)beginZoom
{
_sizeAtZoomStart = CGSizeApplyAffineTransform(self.frame.size, CGAffineTransformMakeScale(1/self.scale, 1));
_scaleAtZoomStart = self.scale;
}
- (void)setTransform:(CGAffineTransform)transform
{
self.scale = _scaleAtZoomStart * transform.a;
self.frame = CGRectMake(0, 0, _sizeAtZoomStart.width * self.scale, _sizeAtZoomStart.height);
[self updateForNewSize];
[self setNeedsDisplay];
}
And if your content view uses sub-layers, you'll need to disable their implicit animations by adding the following to the sub-layers' delegate(s):
- (id<CAAction>)actionForLayer:(CALayer *)layer forKey:(NSString *)event
{
// prevent animation of the individual layers so that zooming doesn't cause weird jitter
return (id<CAAction>)[NSNull null];
}
The basic idea here is that the overridden setTransform uses the scale factor from the tranform matrix to calculate the new scale factor for the content view and then resizes the content view accordingly. The scrollview automatically adjusts the content offset to keep the content view centered.
The scrollViewDidEndZooming code keeps the zooming bounded.
There are further complexities for dealing with resizing the scrollview when rotating device for example.
I am trying to rotate an image using slider..its working well but when i zoom in or zoom out that imageView using Pinch gesture and then try to rotate it using Slider then it resizes the imageView's frame to its original frame and then rotate it..i Want it to rotate the new imageview after performing zoom operation...heres my code.
//for rotation
- (IBAction)sliderChanged:(id)sender
{
imageView.transform = CGAffineTransformMakeRotation(Slider.value * 2*M_PI / Slider.maximumValue);
}
//for zoom in zoom out
- (IBAction)handlePinch:(UIPinchGestureRecognizer *)recognizer
{
recognizer.view.transform = CGAffineTransformScale(recognizer.view.transform, recognizer.scale, recognizer.scale);
recognizer.scale = 1;
}
In handlePinch you correctly modify existing transform, but in sliderChanged you create new transform, losing scaling.
You are not maintaining the scale. an example of something that works:
-(IBAction)zoomIn:(id)sender{
x += 0.3;
CGAffineTransform t;
t=CGAffineTransformMakeRotation(degrees*M_PI/180);
imageView.transform=CGAffineTransformScale(t, x, x);
}
you are using the recognizer.view.transform in the CGAffineTransformScale. Try using the imageView.transform