I'm trying to perform zooming and panning similar to the UIScrollView by using UIGestures.
My view is drawn from a matrix of ON/OFF cells and needs to be able to support thousands of cells. The drawRect: method takes care of translating the matrix coordinates to screen coordinates. The view has a property for the zoom amount and a CGPoint which holds the offset.
I think if I can figure out the zooming and panning of the following, I should be good. Sorry for the wall of code below, but it represents a complete implementation which mirrors my more complex program.
Right now, the zoom does scale everything, but it needs a way to center itself, just like the UIScrollView zooming does.
The panning just does not work right at all.
ZoomView.h
ZoomView takes care of drawing the matrix of bools.
#import <Foundation/Foundation.h>
#import "ZoomModel.h"
#interface ZoomView : UIView
{
ZoomModel *m;
}
#property (nonatomic) float zoomScale;
#property (nonatomic) CGPoint offset;
- (id)initWithFrame:(CGRect)frame
andModel:(ZoomModel *)model;
- (BOOL)checkCellAt:(float)x
andY:(float)y;
- (CGSize)resize;
#end
ZoomView.m
The drawRect: method does the calculations for determining which matrix element should is in the visible portion of the screen. The visible portion of the screen is determined by the zoomScale and the offset.
#import "ZoomView.h"
#import <QuartzCore/QuartzCore.h>
#implementation ZoomView
#synthesize zoomScale, offset, holdZoom;
- (id)initWithFrame:(CGRect)frame
andModel:(ZoomModel *)model
{
self = [super initWithFrame:frame];
if (self) {
m = model;
zoomScale = 1.0;
offset = CGPointMake(0, 0);
}
return self;
}
- (void)setZoomScale:(float)s
{
zoomScale *= s;
if (zoomScale < 1.0) {
zoomScale = 1.0;
}
}
- (void)setOffset:(CGPoint)o
{
//This function is to make sure we don't pan outside the content range
//it needs some work, I'm having trouble getting the panning to work
float size = m.cellSize * zoomScale;
offset = o;
if ((offset.x - self.frame.size.width/size) <= 0) {
//offset.x = self.frame.size.width;
NSLog(#"X MIN");
}
if ((offset.x + self.frame.size.width/size) >= (m.gridLength*size)) {
// offset.x = (m.gridLength*size) - self.frame.size.width;
NSLog(#"X MAX");
}
if ((offset.y - self.frame.size.height/size) <= 0) {
//offset.y = self.frame.size.height;
NSLog(#"Y MIN");
}
if ((offset.y + self.frame.size.height/size) >= (m.gridLength*size)) {
// offset.y = (m.gridHeight*size) - self.frame.size.height;
NSLog(#"Y MAX");
}
}
- (BOOL)checkCellAt:(float)x
andY:(float)y
{
int X = (int)(x/m.cellSize * zoomScale);
int Y = (int)(y/m.cellSize * zoomScale);
return [m cellAtX:X andY:Y];
}
- (void)drawRect:(CGRect)rect
{
CGContextRef ctx = UIGraphicsGetCurrentContext();
[[UIColor blackColor] setFill];
CGContextFillRect(ctx, rect);
float size = m.cellSize * zoomScale;
[[UIColor whiteColor] setFill];
float a = offset.x;
float b = offset.y;
//the -5 is there to give a little buffer so that half cells can be seen
// -a is taken because the offset is negative
int startX = (int)(-a/size) - 5;
int startY = (int)(-b/size) - 5;
int endX = (int)(startX) + (int)(rect.size.width/size) + 10;
int endY = (int)(startY) + (int)(rect.size.height/size) + 10;
if (startX < 0)
startX = 0;
if (startY < 0)
startY = 0;
if (endX > m.gridLength)
endX = m.gridLength;
if (endY > m.gridHeight)
endY = m.gridHeight;
[[UIColor whiteColor] setFill];
for (float i=startX; i<endX; ++i) {
for (float j=startX; j<endY; ++j) {
if ([m cellAtX:(int)i andY:(int)j]) {
//ii and jj are there to make the drawing start on the top left corner of the view
float ii = i - startX;
float jj = j - startY;
CGRect cell = CGRectMake(size*ii, size*jj, size, size);
CGContextFillRect(ctx, cell);
}
}
}
}
#end
ZoomViewController.h
This view controller contains the gesture recognizers and handlers
#import <Foundation/Foundation.h>
#import "ZoomModel.h"
#import "ZoomView.h"
#interface ZoomViewController : UIViewController <UIGestureRecognizerDelegate>
{
ZoomModel *m;
ZoomView *v;
}
- (void)handleZoom:(UIPinchGestureRecognizer *)recognizer;
- (void)handlePan:(UIPanGestureRecognizer *)recognizer;
#end
ZoomViewController.m
The zoomView is set inside a UIView which has the screen frame as its frame. The zoomView itself is made a little bit larger than the screen as to allow half cells to be drawn.
#import "ZoomViewController.h"
#import <QuartzCore/QuartzCore.h>
#implementation ZoomViewController
- (void)loadView
{
CGRect screenRect = [[UIScreen mainScreen] bounds];
UIView *mainView = [[UIView alloc] initWithFrame:screenRect];
float cellSize = 1;
int ni = (int)(screenRect.size.width/cellSize);
int nj = (int)(screenRect.size.height/cellSize);
CGRect zoomRect = CGRectMake(0, 0, 1.2*screenRect.size.width, 1.2*screenRect.size.height);
m = [[ZoomModel alloc] initWithLength:ni andHeight:nj andCellSize:cellSize];
v = [[ZoomView alloc] initWithFrame:zoomRect andModel:m];
v.center = CGPointMake(v.frame.size.width/2.0, v.frame.size.height/2.0);
UIPinchGestureRecognizer *zRecognizer = [[UIPinchGestureRecognizer alloc] initWithTarget:self
action:#selector(handleZoom:)];
zRecognizer.delegate = self;
[v addGestureRecognizer:zRecognizer];
UIPanGestureRecognizer *pRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self
action:#selector(handlePan:)];
[pRecognizer setMaximumNumberOfTouches:1];
[pRecognizer setMinimumNumberOfTouches:1];
pRecognizer.delegate = self;
[v addGestureRecognizer:pRecognizer];
[mainView addSubview:v];
[self setView:mainView];
}
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer
shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer
{
return YES;
}
- (void)handleZoom:(UIPinchGestureRecognizer *)recognizer
{
[v setZoomScale:recognizer.scale];
//need code to zoom around the center instead of the top left corner
recognizer.scale = 1;
[v setNeedsDisplay];
}
- (void)handlePan:(UIPanGestureRecognizer *)recognizer
{
//Adjusts the offset of the view, which is used in its drawRect:
CGPoint translation = [recognizer translationInView:self.view];
CGPoint newOffset = CGPointMake(v.offset.x - translation.x, v.offset.y - translation.y);
[v setOffset:newOffset];
[recognizer setTranslation:CGPointMake(0, 0) inView:self.view];
[v setNeedsDisplay];
}
#end
ZoomModel.h
This class just populates a matrix of bools with random ON/OFF values, just so we can see something on the screen It simulates my more complex app model in its accessor method.
#import <Foundation/Foundation.h>
#interface ZoomModel : NSObject
{
bool *grid;
}
#property (nonatomic) int gridLength;
#property (nonatomic) int gridHeight;
#property (nonatomic) float cellSize;
- (id)initWithLength:(int)l
andHeight:(int)h
andCellSize:(float)s;
- (BOOL)cellAtX:(int)x
andY:(int)y;
#end
ZoomModel.m
#import "ZoomModel.h"
#implementation ZoomModel
#synthesize gridHeight, gridLength, cellSize;
- (id)initWithLength:(int)l
andHeight:(int)h
andCellSize:(float)s
{
self = [super init];
if (self) {
grid = malloc(l*h*sizeof(bool));
gridHeight = h;
gridLength = l;
cellSize = s;
for (int i=0; i<h*l; i++) {
if (arc4random()%6 >= 4)
grid[i] = true;
else
grid[i] = false;
}
}
return self;
}
- (BOOL)cellAtX:(int)x andY:(int)y
{
return (BOOL)grid[x*gridLength + y];
}
#end
Related
I am building a scratch card experience where I have a background color and a transparent png on the top.
Beneath this, I have the actual image with the content of the scratch card.
I want to combine the background color and the transparent image as one uiimage so that when i scratch this, I am able to see the below content.
I have tried putting a background color to the actual image but when I scratch it, I cannot see the content. Instead the background color starts clearing the transparent image.
I have written the following code for clearing the area of the image after i touch it:
- (UIImage *)addTouches:(NSSet *)touches {
CGSize size = CGSizeMake(self.image.size.width * self.image.scale, self.image.size.height * self.image.scale);
CGContextRef ctx = _imageContext;
CGContextSetFillColorWithColor(ctx,[UIColor clearColor].CGColor);
CGContextSetStrokeColorWithColor(ctx,[UIColor colorWithRed:0 green:0 blue:0 alpha:0].CGColor);
int tempFilled = _tilesFilled;
// process touches
for (UITouch *touch in touches) {
CGContextBeginPath(ctx);
CGPoint touchPoint = [touch locationInView:self];
touchPoint = fromUItoQuartz(touchPoint, self.bounds.size);
touchPoint = scalePoint(touchPoint, self.bounds.size, size);
if(UITouchPhaseBegan == touch.phase){
[self.touchPoints removeAllObjects];
[self.touchPoints addObject:[NSValue valueWithCGPoint:touchPoint]];
[self.touchPoints addObject:[NSValue valueWithCGPoint:touchPoint]];
// on begin, we just draw ellipse
CGRect rect = CGRectMake(touchPoint.x - _radius, touchPoint.y - _radius, _radius*2, _radius*2);
CGContextAddEllipseInRect(ctx, rect);
CGContextFillPath(ctx);
static const FillTileWithPointFunc fillTileFunc = (FillTileWithPointFunc) [self methodForSelector:#selector(fillTileWithPoint:)];
(*fillTileFunc)(self,#selector(fillTileWithPoint:),rect.origin);
} else if (UITouchPhaseMoved == touch.phase) {
[self.touchPoints addObject:[NSValue valueWithCGPoint:touchPoint]];
// then touch moved, we draw superior-width line
CGContextSetStrokeColor(ctx, CGColorGetComponents([UIColor clearColor].CGColor));
CGContextSetLineCap(ctx, kCGLineCapRound);
CGContextSetLineWidth(ctx, 2 * _radius);
// CGContextMoveToPoint(ctx, prevPoint.x, prevPoint.y);
// CGContextAddLineToPoint(ctx, rect.origin.x, rect.origin.y);
while(self.touchPoints.count > 3){
CGPoint bezier[4];
bezier[0] = ((NSValue*)self.touchPoints[1]).CGPointValue;
bezier[3] = ((NSValue*)self.touchPoints[2]).CGPointValue;
CGFloat k = 0.3;
CGFloat len = sqrt(pow(bezier[3].x - bezier[0].x, 2) + pow(bezier[3].y - bezier[0].y, 2));
bezier[1] = ((NSValue*)self.touchPoints[0]).CGPointValue;
bezier[1] = [self normalizeVector:CGPointMake(bezier[0].x - bezier[1].x - (bezier[0].x - bezier[3].x), bezier[0].y - bezier[1].y - (bezier[0].y - bezier[3].y) )];
bezier[1].x *= len * k;
bezier[1].y *= len * k;
bezier[1].x += bezier[0].x;
bezier[1].y += bezier[0].y;
bezier[2] = ((NSValue*)self.touchPoints[3]).CGPointValue;
bezier[2] = [self normalizeVector:CGPointMake( (bezier[3].x - bezier[2].x) - (bezier[3].x - bezier[0].x), (bezier[3].y - bezier[2].y) - (bezier[3].y - bezier[0].y) )];
bezier[2].x *= len * k;
bezier[2].y *= len * k;
bezier[2].x += bezier[3].x;
bezier[2].y += bezier[3].y;
CGContextMoveToPoint(ctx, bezier[0].x, bezier[0].y);
CGContextAddCurveToPoint(ctx, bezier[1].x, bezier[1].y, bezier[2].x, bezier[2].y, bezier[3].x, bezier[3].y);
[self.touchPoints removeObjectAtIndex:0];
}
CGContextStrokePath(ctx);
CGPoint prevPoint = [touch previousLocationInView:self];
prevPoint = fromUItoQuartz(prevPoint, self.bounds.size);
prevPoint = scalePoint(prevPoint, self.bounds.size, size);
static const FillTileWithTwoPointsFunc fillTileFunc = (FillTileWithTwoPointsFunc) [self methodForSelector:#selector(fillTileWithTwoPoints:end:)];
(*fillTileFunc)(self,#selector(fillTileWithTwoPoints:end:),touchPoint, prevPoint);
}
}
// was _tilesFilled changed?
if(tempFilled != _tilesFilled) {
[_delegate mdScratchImageView:self didChangeMaskingProgress:self.maskingProgress];
}
CGImageRef cgImage = CGBitmapContextCreateImage(ctx);
UIImage *image = [UIImage imageWithCGImage:cgImage];
CGImageRelease(cgImage);
return image;
}
/*
* filling tile with one ellipse
*/
-(void)fillTileWithPoint:(CGPoint) point{
size_t x,y;
point.x = MAX( MIN(point.x, self.image.size.width - 1) , 0);
point.y = MAX( MIN(point.y, self.image.size.height - 1), 0);
x = point.x * self.maskedMatrix.max.x / self.image.size.width;
y = point.y * self.maskedMatrix.max.y / self.image.size.height;
char value = [self.maskedMatrix valueForCoordinates:x y:y];
if (!value){
[self.maskedMatrix setValue:1 forCoordinates:x y:y];
_tilesFilled++;
}
}
/*
* filling tile with line
*/
-(void)fillTileWithTwoPoints:(CGPoint)begin end:(CGPoint)end{
CGFloat incrementerForx,incrementerFory;
static const FillTileWithPointFunc fillTileFunc = (FillTileWithPointFunc) [self methodForSelector:#selector(fillTileWithPoint:)];
/* incrementers - about size of a tile */
incrementerForx = (begin.x < end.x ? 1 : -1) * self.image.size.width / _tilesX;
incrementerFory = (begin.y < end.y ? 1 : -1) * self.image.size.height / _tilesY;
// iterate on points between begin and end
CGPoint i = begin;
while(i.x <= MAX(begin.x, end.x) && i.y <= MAX(begin.y, end.y) && i.x >= MIN(begin.x, end.x) && i.y >= MIN(begin.y, end.y)){
(*fillTileFunc)(self,#selector(fillTileWithPoint:),i);
i.x += incrementerForx;
i.y += incrementerFory;
}
(*fillTileFunc)(self,#selector(fillTileWithPoint:),end);
}
What you probably want to do is use a Layer Mask.
When masking a layer, from Apple's docs:
The layer’s alpha channel determines how much of the layer’s content and background shows through. Fully or partially opaque pixels allow the underlying content to show through, but fully transparent pixels block that content.
So, you'd want to use a path to mask your dark circle.
However, to get the "scratch off" effect, you would need to draw the path with a Clear stroke... which you cannot accomplish with a CAShapeLayer.
So, we'll use a custom CALayer subclass.
MyShapeLayer.h
//
// MyShapeLayer.h
//
#import <QuartzCore/QuartzCore.h>
#interface MyShapeLayer : CALayer
#property(nonatomic) CGPathRef path;
#end
MyShapeLayer.m
//
// MyShapeLayer.m
//
#import <UIKit/UIKit.h>
#import "MyShapeLayer.h"
#implementation MyShapeLayer
- (void)drawInContext:(CGContextRef)inContext {
// fill entire layer with solid color
CGContextSetGrayFillColor(inContext, 0.0, 1.0);
CGContextFillRect(inContext, self.bounds);
// we want to "clear" the stroke
CGContextSetStrokeColorWithColor(inContext, [UIColor clearColor].CGColor);
// any color will work, as the mask uses the alpha value
CGContextSetFillColorWithColor(inContext, [UIColor whiteColor].CGColor);
// adjust drawing-line-width as desired
CGContextSetLineWidth(inContext, 60.0);
CGContextSetLineCap(inContext, kCGLineCapRound);
CGContextSetLineJoin(inContext, kCGLineJoinRound);
CGContextAddPath(inContext, self.path);
CGContextSetBlendMode(inContext, kCGBlendModeSourceIn);
CGContextDrawPath(inContext, kCGPathFillStroke);
}
#end
Now we can create a UIView subclass to draw a filled-circle path on a CAShapeLayer and mask it with our MyShapeLayer.
ScratchOffView.h
//
// ScratchOffView.h
//
#import <UIKit/UIKit.h>
#interface ScratchOffView : UIView
#property (assign, readwrite) CGFloat expandedBounds;
#end
ScratchOffView.m
//
// ScratchOffView.m
//
#import "ScratchOffView.h"
#import "MyShapeLayer.h"
#interface ScratchOffView()
#property (strong, nonatomic) UIBezierPath *maskPath;
#property (strong, nonatomic) MyShapeLayer *maskLayer;
#property (strong, nonatomic) CAShapeLayer *scratchOffShapeLayer;
#property (strong, nonatomic) CALayer *scratchOffLayer;
#end
#implementation ScratchOffView
- (instancetype)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
[self commonInit];
}
return self;
}
- (instancetype)initWithCoder:(NSCoder *)coder
{
self = [super initWithCoder:coder];
if (self) {
[self commonInit];
}
return self;
}
- (void)commonInit {
_maskPath = [UIBezierPath new];
_maskLayer = [MyShapeLayer new];
_scratchOffLayer = [CALayer new];
_scratchOffShapeLayer = [CAShapeLayer new];
// Important, otherwise you will get a black rectangle
_maskLayer.opaque = NO;
// add the layer holding the shape to "Scratch Off"
[self.layer addSublayer:_scratchOffShapeLayer];
UIColor *c = [UIColor colorWithRed:50.0 / 255.0 green:150.0 / 255.0 blue:140.0 / 255.0 alpha:1.0];
[_scratchOffShapeLayer setFillColor:c.CGColor];
// set the mask layer
[_scratchOffShapeLayer setMask:_maskLayer];
// default 0.0 == no expanded bounds for touch
_expandedBounds = 0.0;
}
- (void)layoutSubviews {
[super layoutSubviews];
[_maskLayer setFrame:[self bounds]];
[_scratchOffShapeLayer setFrame:[self bounds]];
UIBezierPath *b = [UIBezierPath bezierPathWithOvalInRect:[self bounds]];
[_scratchOffShapeLayer setPath:b.CGPath];
// triggers drawInContext
[_maskLayer setNeedsDisplay];
}
- (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self];
[_maskPath moveToPoint:currentPoint];
}
- (void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self];
// add line to our maskPath
[_maskPath addLineToPoint:currentPoint];
// update the mask layer path
[_maskLayer setPath:_maskPath.CGPath];
// triggers drawInContext
[_maskLayer setNeedsDisplay];
}
- (BOOL)pointInside:(CGPoint)point withEvent:(UIEvent *)event {
// accept touch if within expanded bounds
// setting _expandedBounds to a Positive number allows the
// touches to start outside the frame
CGRect r = CGRectInset([self bounds], -_expandedBounds, -_expandedBounds);
return CGRectContainsPoint(r, point);
}
#end
Note that we've added a property: expandedBounds. Since the touches will only register if they begin on this view, we can (virtually) expand the bounds of the view so the user can touch and "drag into the circle."
Here is a complete example implementation. To try and match your question, I use this image (420 x 460 pixels) as the "background" image:
and this image (284 x 284 pixels) as the "image to reveal under the scratch-off circle" (the transparent area is the size we want the circle to be):
ScratchOffTestViewController.h
//
// ScratchOffTestViewController.h
//
#import <UIKit/UIKit.h>
#interface ScratchOffTestViewController : UIViewController
#end
ScratchOffTestViewController.m
//
// ScratchOffTestViewController.m
//
#import "ScratchOffTestViewController.h"
#import "ScratchOffView.h"
#interface ScratchOffTestViewController ()
#property (strong, nonatomic) ScratchOffView *scratchOffView;
#end
#implementation ScratchOffTestViewController
- (void)viewDidLoad {
[super viewDidLoad];
self.view.backgroundColor = [UIColor whiteColor];
// create the Scratch Off View
_scratchOffView = [ScratchOffView new];
// load background and giftBox image
UIImage *bkgImage = [UIImage imageNamed:#"backgroundImage"];
UIImage *giftBoxImage = [UIImage imageNamed:#"giftBox"];
if (!bkgImage || !giftBoxImage) {
NSLog(#"Could not load images!!!");
return;
}
UIImageView *bkgImageView = [UIImageView new];
UIImageView *giftImageView = [UIImageView new];
bkgImageView.image = bkgImage;
giftImageView.image = giftBoxImage;
bkgImageView.translatesAutoresizingMaskIntoConstraints = NO;
giftImageView.translatesAutoresizingMaskIntoConstraints = NO;
_scratchOffView.translatesAutoresizingMaskIntoConstraints = NO;
[self.view addSubview:bkgImageView];
[self.view addSubview:giftImageView];
[self.view addSubview:_scratchOffView];
UILayoutGuide *g = [self.view safeAreaLayoutGuide];
[NSLayoutConstraint activateConstraints:#[
// constrain background image view to background image size
[bkgImageView.widthAnchor constraintEqualToConstant:bkgImage.size.width],
[bkgImageView.heightAnchor constraintEqualToConstant:bkgImage.size.height],
// centered
[bkgImageView.centerXAnchor constraintEqualToAnchor:g.centerXAnchor],
[bkgImageView.centerYAnchor constraintEqualToAnchor:g.centerYAnchor],
// constrain giftBox image view to giftBox image size
[giftImageView.widthAnchor constraintEqualToConstant:giftBoxImage.size.width],
[giftImageView.heightAnchor constraintEqualToConstant:giftBoxImage.size.height],
// centered horizontally, and a little above vertically
[giftImageView.centerXAnchor constraintEqualToAnchor:bkgImageView.centerXAnchor],
[giftImageView.centerYAnchor constraintEqualToAnchor:bkgImageView.centerYAnchor],
// constrain Scratch Off View to giftImageView
[_scratchOffView.widthAnchor constraintEqualToAnchor:giftImageView.widthAnchor],
[_scratchOffView.heightAnchor constraintEqualToAnchor:giftImageView.widthAnchor],
[_scratchOffView.centerXAnchor constraintEqualToAnchor:giftImageView.centerXAnchor],
[_scratchOffView.centerYAnchor constraintEqualToAnchor:giftImageView.centerYAnchor],
]];
// expand the touch bounds of the Scratch Off View by 80-pts
_scratchOffView.expandedBounds = 80.0;
return;
}
#end
On start, we see this:
and after touch-drag a bit on the circle, we see this:
If we continue dragging our touch around, the dark-green circle will eventually be completely gone -- we will have "scratched it off."
I want to create a scroll view like Fleck app (https://itunes.apple.com/us/app/fleck-the-bigger-picture/id619977675). When you scroll items change his height. One increases the other decreases
I created this. But this work queerly. Perhaps there are similar elements. They could help me...
#interface FleckView()
#property (strong, nonatomic) NSMutableArray* items;
#property (strong, nonatomic) NSMutableArray* cells;
#property (assign, nonatomic) CGFloat old_y;
#property (assign, nonatomic) CGFloat step;
#end
#implementation FleckView
#define kCellHeight 80.0
#define kCellHeightActive 320.0
int counter = 0;
float diff = (kCellHeightActive - kCellHeight) / kCellHeight; // 3.5
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
}
return self;
}
-(void) loadItems: (NSMutableArray*) items{
self.old_y = 0;
self.step = 0;
self.delegate = self;
self.cells = [[NSMutableArray alloc] init];
self.items = items;
self.contentSize = CGSizeMake(320, kCellHeightActive + (self.items.count) * kCellHeight);
//add first
UIView *view = [self.items objectAtIndex:0];
view.frame = CGRectMake(0, 0, 320, kCellHeightActive);
[self.cells addObject: view];
[self addSubview:view];
//add other
for(int i = 1; i < self.items.count; i++){
UIView *view = [self.items objectAtIndex:i];
view.frame = CGRectMake(0, ((i - 1) * kCellHeight) + kCellHeightActive, 320, kCellHeight);
[self.cells addObject: view];
[self addSubview:view];
}
}
////MAIN WORK
- (void)scrollViewDidScroll:(UIScrollView *)scrollView
{
counter = (scrollView.contentOffset.y) / kCellHeight ;
self.step = scrollView.contentOffset.y - self.old_y;
self.old_y = scrollView.contentOffset.y;
if(counter < self.items.count){
[self setHeightRow: counter + 1];
}
}
-(void) setHeightRow: (int) rowNum{
UIView *cell_prev = [self.cells objectAtIndex: rowNum - 1];
UIView *cell = [self.cells objectAtIndex: rowNum];
CGFloat height = cell.frame.size.height;
height = height + (self.step * diff);
if(height < 90)
height = 80;
CGFloat height_prev = kCellHeightActive + kCellHeight - height;
NSLog(#"HEIGHT_PREV: %f", height_prev);
NSLog(#"HEIGHT: %f", height);
CGFloat y_prev = counter * kCellHeight;
CGFloat y = y_prev + height_prev;
NSLog(#"___Y_PREV: %f", y_prev);
NSLog(#"___Y: %f", y);
cell_prev.frame = CGRectMake(0, y_prev, 320, height_prev);
cell.frame = CGRectMake(0, y, 320, height);
}
- (void)scrollViewWillEndDragging:(UIScrollView *)scrollView withVelocity:(CGPoint)velocity targetContentOffset:(inout CGPoint *)targetContentOffset {
float bottom = counter * kCellHeight;
float top = (counter + 1) * kCellHeight;
if(targetContentOffset->y > kCellHeight / 2 + counter * kCellHeight){
targetContentOffset->y = top;
}
else{
targetContentOffset->y = bottom;
}
}
I want to make UBersense like app (http://blog.ubersense.com/2013/01/03/how-to-use-the-drawing-tools-in-ubersense/), there i need to draw two line with some angle, after that i can adjust the angle between two line by dragging any line or intersection point.
can you guys please provide me some idea or code snippet.
screenshots url:
https://picasaweb.google.com/yunusm7/AppScreenshots#slideshow/5952787957718627714
Thanks in advance.
You have a construction with three points, one point is an angle point, and two others are just vertices. First of all you should create a new class like this:
#interface MyAngle : NSObject {
}
#property (nonatomic) CGPoint p1;
#property (nonatomic) CGPoint p2;
#property (nonatomic) CGPoint v; // this is an angle point
#end
You can use the default implementation of this without any tricks with such sample init:
- (id)init {
if (self = [super init]) {
p1 = CGPointMake(1,0);
p2 = CGPointMake(0,1);
v = CGPointZero;
}
return self;
}
But also as I understood you need to know the value of the angle. You can do this using the following way:
- (CGFloat)valueOfAngle {
CGPoint v1 = CGPointMake(p1.x-v.x, p1.y-v.y);
CGPoint v2 = CGPointMake(p2.x-v.x, p2.y-v.y);
CGFloat scalarProduct = v1.x*v2.x + v1.y*v2.y;
CGFloat lengthProduct = sqrt(v1.x*v1.x + v1.y*v1.y)*sqrt(v2.x*v2.x + v2.y*v2.y);
CGFloat fraction = scalarProduct / lengthProduct;
if (fraction < -1) fraction = -1;
if (fraction > 1) fraction = 1;
return acos(fraction);
}
If you want to obtain angles more than 180 degrees you should change the code above a little. But there are too much information about how to do this in the Internet, so I will skip this part.
Then you need to create an instance of MyAngle in your viewController. Let it be called "angle". Knowing coordinates of every three points if enough do draw it (!!!). Implement drawRect method in a view that will contain the MyAngle instance (I strongly recommend do to this on your own subclass of UIView):
- (void)drawRect {
[super drawRect];
// set options of drawing
CGContextRef c = UIGraphicsGetCurrentContext();
CGFloat red[4] = {1.0f, 0.0f, 0.0f, 1.0f};
CGContextSetLineWidth(c, 3.0);
CGContextSetStrokeColor(c, red);
// draw an angle directly
CGContextBeginPath(c);
CGContextMoveToPoint(c, angle.p1.x, angle.p1.y);
CGContextAddLineToPoint(c, angle.v.x, angle.v.y);
CGContextAddLineToPoint(c, angle.p2.x, angle.p2.y);
CGContextStrokePath(c);
// draw circles around vertices (like on the screenshot you provided)
CGFloat R = 7.0f;
CGContextBeginPath(c);
CGContextAddEllipseInRect(c, CGRectMake(angle.p1.x - R, angle.p1.y - R, 2*R, 2*R));
CGContextStrokePath(c);
CGContextBeginPath(c);
CGContextAddEllipseInRect(c, CGRectMake(angle.p2.x - R, angle.p2.y - R, 2*R, 2*R));
CGContextStrokePath(c);
CGContextBeginPath(c);
CGContextAddEllipseInRect(c, CGRectMake(angle.v.x - R, angle.v.y - R, 2*R, 2*R));
CGContextStrokePath(c);
}
And that's all you need to know for drawing what you want! You can change the stroke color or radius of three circles if you want.
Then you need to have a possibility to change the locations of your angle's points. For this you can just implement panGestureRecognizer in your viewController's viewDidLoad method like this:
UIPanGestureRecognizer *pan = [[[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(moveAngle:)] autorelease];
pan.delegate = self;
[self.view addGestureRecognizer:pan];
Implement UIGestureRecognizerDelegate method:
- (BOOL)gestureRecognizerShouldBegin:(UIGestureRecognizer *)gestureRecognizer {
if ([gestureRecognizer isKindOfClass:[UIPanGestureRecognizer class]]) {
CGPoint p = [gestureRecognizer locationInView:self.view];
CGFloat d1 = sqrt((p.x-angle.p1.x)*(p.x-angle.p1.x) + (p.y-angle.p1.y)*(p.y-angle.p1.y);
CGFloat d2 = sqrt((p.x-angle.p2.x)*(p.x-angle.p2.x) + (p.y-angle.p2.y)*(p.y-angle.p2.y);
CGFloat d3 = sqrt((p.x-angle.v.x)*(p.x-angle.v.x) + (p.y-angle.v.y)*(p.y-angle.v.y);
// just check if we touched the screen near some of angle's points
CGFloat tolerance = 15.0f;
return (d1 < tolerance) || (d2 < tolerance) || (d3 < tolerance);
}
return YES;
}
and tagret's selector (also in your viewController):
- (void)moveAngle:(UIPanGestureRecognizer *)gr {
CGPoint p = [gr locationInView:self.view];
if (gr.state == UIGestureRecognizerStateBegan) {
CGFloat d1 = sqrt((p.x-angle.p1.x)*(p.x-angle.p1.x) + (p.y-angle.p1.y)*(p.y-angle.p1.y);
CGFloat d2 = sqrt((p.x-angle.p2.x)*(p.x-angle.p2.x) + (p.y-angle.p2.y)*(p.y-angle.p2.y);
CGFloat d3 = sqrt((p.x-angle.v.x)*(p.x-angle.v.x) + (p.y-angle.v.y)*(p.y-angle.v.y);
// pointToMove is your int variable
CGFloat tolerance = 15.0f;
if (d1 < tolerance) {
pointToMove = 1;
}
else if (d2 < tolerance) {
pointToMove = 2;
}
else {
pointToMove = 3;
}
}
else {
if (pointToMove == 1) {
angle.p1 = loc;
}
else if (pointToMove == 2) {
angle.p2 = loc;
}
else {
angle.v = loc;
}
[yourCustomView setNeedsDisplay];
[yourLabel setText:[NSString stringWithFormat:#"%.3f", [angle valueOfangle]*180/PI]];
}
}
Maybe I skip some evident things, but I think it should be enough for you to begin writing some code.
This question may seem simple but please hear me out. I've made a huge mistake my project contains 300+ activities that are in a single storyboard and I've just recently figured out that Xcode is terrible at handling that. So what I would like to do is to have my different content which is now currently displayed in separate activities written into the code so that I only have to have the minimum amount of activities in my storyboard. This may be hard to follow I apologize.
In my head here is how it should work. I'l give an example.
In my app I have a section called MAPS, from the homepage you click on the maps button and it brings you to a menu which has buttons with the maps names on them. As you would expect the name of the map on the button brings you the the activity with said map. The problem is that each map is in a separate activity that is linked too inside the storyboard.
What I would like to do is programatically call each separate activity from within one activity in my storyboard effectively replacing 20+ activities with 1.
Here is what my map view controllers look like (they're actually .png images with a scrollview)
MapRoute1.h
#import "ViewController.h"
#interface MapRoute1 : ViewController <UIScrollViewDelegate>
#property (nonatomic, strong) IBOutlet UIScrollView *scrollView;
#property (nonatomic, strong) UIImageView *imageView;
- (void)centerScrollViewContents;
- (void)scrollViewDoubleTapped:(UITapGestureRecognizer*)recognizer;
- (void)scrollViewTwoFingerTapped:(UITapGestureRecognizer*)recognizer;
#end
MapRoute1.m
#import "MapRoute1.h"
#interface MapRoute1 ()
#end
#implementation MapRoute1
#synthesize imageView = _imageView;
#synthesize scrollView = _scrollView;
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil
{
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
if (self) {
// Custom initialization
}
return self;
}
- (void)centerScrollViewContents {
CGSize boundsSize = self.scrollView.bounds.size;
CGRect contentsFrame = self.imageView.frame;
if (contentsFrame.size.width < boundsSize.width) {
contentsFrame.origin.x = (boundsSize.width - contentsFrame.size.width) / 2.0f;
} else {
contentsFrame.origin.x = 0.0f;
}
if (contentsFrame.size.height < boundsSize.height) {
contentsFrame.origin.y = (boundsSize.height - contentsFrame.size.height) / 2.0f;
} else {
contentsFrame.origin.y = 0.0f;
}
self.imageView.frame = contentsFrame;
}
- (void)scrollViewDoubleTapped:(UITapGestureRecognizer*)recognizer {
// 1
CGPoint pointInView = [recognizer locationInView:self.imageView];
// 2
CGFloat newZoomScale = self.scrollView.zoomScale * 1.5f;
newZoomScale = MIN(newZoomScale, self.scrollView.maximumZoomScale);
// 3
CGSize scrollViewSize = self.scrollView.bounds.size;
CGFloat w = scrollViewSize.width / newZoomScale;
CGFloat h = scrollViewSize.height / newZoomScale;
CGFloat x = pointInView.x - (w / 2.0f);
CGFloat y = pointInView.y - (h / 2.0f);
CGRect rectToZoomTo = CGRectMake(x, y, w, h);
// 4
[self.scrollView zoomToRect:rectToZoomTo animated:YES];
}
- (void)scrollViewTwoFingerTapped:(UITapGestureRecognizer*)recognizer {
// Zoom out slightly, capping at the minimum zoom scale specified by the scroll view
CGFloat newZoomScale = self.scrollView.zoomScale / 1.5f;
newZoomScale = MAX(newZoomScale, self.scrollView.minimumZoomScale);
[self.scrollView setZoomScale:newZoomScale animated:YES];
}
- (UIView*)viewForZoomingInScrollView:(UIScrollView *)scrollView {
// Return the view that you want to zoom
return self.imageView;
}
- (void)scrollViewDidZoom:(UIScrollView *)scrollView {
// The scroll view has zoomed, so you need to re-center the contents
[self centerScrollViewContents];
}
- (void)viewDidLoad {
[super viewDidLoad];
// 1
UIImage *image = [UIImage imageNamed:#"map_route1.png"];
self.imageView = [[UIImageView alloc] initWithImage:image];
self.imageView.frame = (CGRect){.origin=CGPointMake(0.0f, 0.0f), .size=image.size};
[self.scrollView addSubview:self.imageView];
// 2
self.scrollView.contentSize = image.size;
// 3
UITapGestureRecognizer *doubleTapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(scrollViewDoubleTapped:)];
doubleTapRecognizer.numberOfTapsRequired = 2;
doubleTapRecognizer.numberOfTouchesRequired = 1;
[self.scrollView addGestureRecognizer:doubleTapRecognizer];
UITapGestureRecognizer *twoFingerTapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(scrollViewTwoFingerTapped:)];
twoFingerTapRecognizer.numberOfTapsRequired = 1;
twoFingerTapRecognizer.numberOfTouchesRequired = 2;
[self.scrollView addGestureRecognizer:twoFingerTapRecognizer];
}
- (void)viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated];
// 4
CGRect scrollViewFrame = self.scrollView.frame;
CGFloat scaleWidth = scrollViewFrame.size.width / self.scrollView.contentSize.width;
CGFloat scaleHeight = scrollViewFrame.size.height / self.scrollView.contentSize.height;
CGFloat minScale = MIN(scaleWidth, scaleHeight);
self.scrollView.minimumZoomScale = minScale;
// 5
self.scrollView.maximumZoomScale = 1.5f;
self.scrollView.zoomScale = minScale;
// 6
[self centerScrollViewContents];
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
#end
So as you can tell the only part that changes in each separate map is this line of code:
UIImage *image = [UIImage imageNamed:#"map_route1.png"];
What I would like to do is have some sort of list of all my images and when the button is clicked for that map(image) it will replace this line of code with the image name or Map that the button should link too. The overall code and everything should only be one activity in my storyboard that is linked to be each button in the MAPS menu.
Currently all activities are linked by a simple "control click-drag" in the storyboard and are contained inside of a navigation controller which provides back navigation.
I would like to keep the back navigation with the navigation controller but simply replace the image inside of the scrollview.
Thanks in advance!
-Derek
It is so easy to write some code to achieve the bouncing ball based on the open source project cocos2d,here is the question.
So without cocos2d, how to implement this with the simplest code.
First you need to create a ball class. This class should have ivars for position, velocity, direction etc.
It should also have some methods for when the ball needs to change direction, like hitTop, hitBottom, hitLeft, hitRight. It should also have a method for updating the position, to move it one step forward.
I also have a BallView so that I can use a image or just a color as the ball.
To make it move you need to have a gameloop in you view controller, there are many methods for doing that but the one I find easiest is CADisplayLink.
Here are some code if you have problems implementing it:
Ball.h
#import <Foundation/Foundation.h>
#import "MovingObjectView.h"
#interface MovingObject : NSObject
#property(nonatomic, retain) MovingObjectView *ball;
#property CGRect bounds;
#property CGPoint position;
#property CGPoint direction;
#property float velocity;
-(id)initWithBounds:(CGRect)b andPosition:(CGPoint)p;
-(BOOL)positionIsInsideRect;
-(void)update;
-(void)hitLeft;
-(void)hitRight;
-(void)hitTop;
-(void)hitBottom;
#end
Ball.m
#import "MovingObject.h"
#implementation MovingObject
-(id)initWithBounds:(CGRect)b andPosition:(CGPoint)p
{
if (self = [super init]) {
self.bounds = b;
self.position = p;
self.direction = CGPointMake(1, 1);
//Change the position to middle if position is outside bounds
if (![self positionIsInsideRect]) {
NSLog(#"Position changed to center");
self.position = CGPointMake(self.bounds.size.width/2, self.bounds.size.height/2);
}
self.ball = [[[MovingObjectView alloc]initWithFrame:CGRectMake(self.position.x, self.position.y, 15, 15)]autorelease];
}
return self;
}
//checks if the balls position is correct
-(BOOL)positionIsInsideRect {
if (self.position.x < self.bounds.origin.x || self.position.x > self.bounds.size.width || self.position.y < self.bounds.origin.y || self.position.y > self.bounds.size.height) {
NSLog(#"Position is outside bounds");
return NO;
}else{
return YES;
}
}
//Call this method to move a ball
-(void)update {
//Checks if the ball is outside bounds
if (self.position.x-(self.ball.frame.size.width/2) <= self.bounds.origin.x) {
[self hitLeft];
}else if (self.position.x+(self.ball.frame.size.width/2) >= self.bounds.size.width){
[self hitRight];
}else if (self.position.y-(self.ball.frame.size.height/2) <= self.bounds.origin.y) {
[self hitTop];
}else if (self.position.y+(self.ball.frame.size.height/2) >= self.bounds.size.height){
[self hitBottom];
}
//Updates the balls position
CGPoint p = self.position;
p.x += self.direction.x*self.velocity;
p.y += self.direction.y*self.velocity;
self.position = p;
self.ball.center = self.position;
}
//Call this when the ball need to bounce
-(void)hitLeft
{
NSLog(#"hitLeft");
CGPoint d = self.direction;
d.x = fabsf(self.direction.x);
self.direction = d;
}
-(void)hitRight
{
NSLog(#"hitRight");
CGPoint d = self.direction;
d.x = -fabsf(self.direction.x);
self.direction = d;
}
-(void)hitTop
{
NSLog(#"hitTop");
CGPoint d = self.direction;
d.y = fabsf(self.direction.y);
self.direction = d;
}
-(void)hitBottom
{
NSLog(#"hitBottom");
CGPoint d = self.direction;
d.y = -fabsf(self.direction.y);
self.direction = d;
}
-(void)dealloc {
[super dealloc];
}
#end
BallView.h
#import <UIKit/UIKit.h>
#interface MovingObjectView : UIView
#property (nonatomic, retain) UIImage *img;
#end
BallView.m
#import "MovingObjectView.h"
#implementation MovingObjectView
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
}
return self;
}
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
- (void)drawRect:(CGRect)rect
{
if (self.img == nil) {
CGRect bounds = [self bounds];
[[UIColor blackColor]set];
UIRectFill(bounds);
}else {
CGRect bounds = [self bounds];
[[UIColor whiteColor]set];
UIRectFill(bounds);
[self.img drawInRect:rect];
}
}
#end
Then finally in the viewcontroller you need this:
ViewController
In viewdidload:
self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:#selector(gameLoop)];
[self.displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSRunLoopCommonModes];
Then add this method:
-(void)gameLoop
{
//Updates the balls position
[self.movingBall update];
//Here you could add your collision detection code
}