How to save initial CGContextRef - ios

I'm displaying a PDF page inside a UIScrollView. I started using http://iosguy.com/2010/09/04/presenting-pdf-files-by-yourself/ article as background.
When it comes to zooming I want to do the following thing to avoid blurring results.
When I open the view the zoom scale is 1.0. Now, I want to store somehow the corresponding CGContextRef according to this view which is shown on the whole screen.
Then I always want to scale the corresponding Quartz coordinate system by the zoom scale of the scrollView and finally transform coordinate system to the right place and make the frame larger/smaller corresponding to the scroll view zoom scale.
But I don't know how to save the initial CGContextRef and reload it every time in the drawRect method.
Can somebody help me with that? Or does somebody know how to scale the PDF page properly? Because, when I zoom in or out, the view's frame gets changed and the graphical context always lies within this frame. So I double scale everything (first the frame and then the PDF document within the frame). Hence I need to scale the PDF when the frame covers the whole screen (initial case).
Can somebody help me with that?

Related

Getting the same coordinates from UIScrollView whether it's zoomed or not

Is it possible to get the same coordinates from UIScrollView whether it's zoomed or not.
That is, For example, consider a plain screen of 320.0F and 480.0F.
Tap on a point; view will give me something like (60.0F, 80.0F).
Zooming-in or zooming-out on the view so that it will have either bigger or smaller zoom scale but making sure the zoomed area to contain the point that was tapped which was (60.0F, 80.0F) according to previous zoom scale.
Tap on the point again, the view will give me different coordinate value.
The Thing is, I want to have the same coordinate value whether the view is zoomed or not. The idea is simple. I want to show images zoomed & interactive without changing its coordinate. Considering an UIScrollView applied of the idea with its height of 1.0 and width of 0.66, I think there would be some pros programming this way, when making an interactive app without using OpenGL, cocos2d or whatever 3D engines out there.
Do you guys have any idea if it's supported or not? Either case, please don't wait any second to reply. Thanks
You can calculate it by yourself using content size as follows,
x = (original_Width/ width_after_zooming) * point.x
y = (original_height/ height_after_zooming) * point.y

How to animate size of custom drawn text?

I'm working on a educational app involving complex scripts in which I paint parts of different 'letters' different colours. UILabel is out of the question, so I've drilled down into Core Text and am having a surprisingly successful go of painting glyphs in CALayers.
What I haven't managed to do is animate the size of my custom drawn text. Basically I have text on 'tiles' (CALayers) that move around the screen. The moving around is okay, but now I want to zoom in on the ones that users press.
My idea is to try to cache a 'full resolution' tile and then draw it to scale during an animation of an image bounds. So far I've tried to draw and cache and then redraw such a tile in the following way:
UIGraphicsBeginImageContext(CGSizeMake(50, 50));
CGContextRef context = UIGraphicsGetCurrentContext();
//do some drawing...
myTextImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
Then in [CALayer drawInContext:(CGContextRef)context],
I call [myTextImage drawAtPoint:CGPointZero].
When I run the app, the console shows <Error>: CGContextDrawImage: invalid context 0x0. Meanwhile I can perfectly while just continue to draw text in context in the same method even after that error is logged.
So I have two questions: (1) Why isn't this working? Should I be using CGBitmap instead?
And more important: (2) Is there a smarter way of solving the overall problem? Maybe storing my text as paths and then somehow getting CAAnimation to draw it at different scales as the bounds of the enclosing CALayer change?
Okay, this is much easier than I thought. Simply draw the text in the drawInContext: of a CALayer inside of a UIView. Then animate the view using the transform property, and the text will shrink or expand as you like.
Just pay attention to scaling so that the text doesn't get blocky. The easiest way to do that is to make sure the transform scale factors do not go above 1. In other words, make the 'default' 1:1 size of your UIView the largest size you ever want to display it.

Correcting blurry text after a CGAffineTransformMakeScale

I have multiple views with many UILabels on the views. (all constructed in Interface Builder).
I am then trying to create a "smaller" replica of my view when you pinch the screen.
To do this I apply:
view.transform = CGAffineTransformMakeScale(.5, .5);
and then I also adjust the frame of view.
The problem is that after the transformation, the text in all of my UILabels becomes "blurry". It doesn't stay pixel perfect as it is in full-scale view.
Is there a way to increase the pixelation of the labels after the transformation?
Applying a transform to a UIView or CALayer merely scales the rasterized bitmap of that layer or view. This can lead to blurriness of the resulting UI element, because they aren't re-rendered at that new scale.
If you really want your text or images to be crisp at the new scale factor, you're going to need to manually resize them and cause them to redraw instead of applying a transform. I described one way that I did this with a UIView hosted in a UIScrollView in this answer.
You might be able to create a single method that traverses your view hierarchy for your one main view, recursively reads each subview's frame, scales that down, and then forces a redraw of its contents. Transforms are still great to use for interactive manipulation or animation, but you can then trigger a full manual scaling and redraw at the end of the manipulation or animation.

How to resize a custom UIView and maintain its custom draw in proportion?

I have a custom view with some drawing on it.
I want to resize it to a new proportion and I want the pattern I drew in it's drawRect to also be resized by the same proportion.
Is there anyway I can accomplish this without refreshing and redrawing everything.
This should be happening for you automatically with the default contentMode, which is UIViewContentModeScaleToFill. contentMode determines how to adjust the cached bitmap without forcing a new call to drawRect:. Also see contentStretch which allows you to control which part of the view is scaled.
you will have to redraw it for the new proportion.
For that you have to store the points that made the CGPath and scale the points according to the new proportion and render it again.
Redrawing CGPath needs attention.
If you have used simple moveTopoint / AddlinePoint you can do it just by storing points in an array. You can scale and redraw it later.
If you can used functions like addcurveTopoint etc., storing points in array won't work.A general purpose way is needed.For that you have to use the CGpathApply function. You can see an example it here. http://www.mlsite.net/blog/?p=1312
If you need to zoom and no interation neeeded you can take a scrrenshot and and zoom the image.

What is the secret behind "contentScaleFactor" of UIView when used with CATiledLayer?

Greetings,
I'm working on an application inspired by the "ZoomingPDFViewer" example that comes with the iOS SDK. At some point I found the following bit of code:
// to handle the interaction between CATiledLayer and high resolution
// screens, we need to manually set the tiling view's
// contentScaleFactor to 1.0. (If we omitted this, it would be 2.0
// on high resolution screens, which would cause the CATiledLayer
// to ask us for tiles of the wrong scales.)
pageContentView.contentScaleFactor = 1.0;
I tried to learn more about contentScaleFactor and what it does. After reading everything of Apple's documentation that mentioned it, I searched Google and never found a definite answer to what it actually does.
Here are a few things I'm curious about:
It seems that contentScaleFactor has some kind of effect on the graphics context when a UIView's/CALayer's contents are being drawn. This seems to be relevant to high resolution displays (like the Retina Display). What kind of effect does contentScaleFactor really have and on what?
When using a UIScrollView and setting it up to zoom, let's say, my contentView; all subviews of contentView are being scaled, too. How does this work? Which properties does UIScrollView modify to make even video players become blurry and scale up?
TL;DR: How does UIScrollView's zooming feature work "under the hood"? I want to understand how it works so I can write proper code.
Any hints and explanation is highly appreciated! :)
Coordinates are expressed in points not pixels. contentScaleFactor defines the relation between point and pixels: if it is 1, points and pixels are the same, but if it is 2 (like retina displays ) it means that every point has two pixels.
In normal drawing, working with points means that you don't have to worry about resolutions: in iphone 3 (scaleFactor 1) and iphone4 (scaleFactor 2 and 2x resolution), you can use the same coordinates and drawing code. However, if your are drawing a image (directly, as a texture...) and just using normal coordinates (points), you can't trust that pixel to point map is 1 to 1. If you do, then every pixel of the image will correspond to 1 point but 4 pixels if scaleFactor is 2 (2 in x direction, 2 in y) so images could became a bit blurred
Working with CATiledLayer you can have some unexpected results with scalefactor 2. I guess that having the UIView a contentScaleFactor==2 and the layer a contentScale==2 confuse the system and sometimes multiplies the scale. Maybe something similar happens with Scrollview.
Hope this clarifies it a bit
Apple has a section about this on its "Supporting High-Resolution Screens" page in the iOS dev documentations.
The page says:
Updating Your Custom Drawing Code
When you do any custom drawing in your application, most of the time
you should not need to care about the resolution of the underlying
screen. The native drawing technologies automatically ensure that the
coordinates you specify in the logical coordinate space map correctly
to pixels on the underlying screen. Sometimes, however, you might need
to know what the current scale factor is in order to render your
content correctly. For those situations, UIKit, Core Animation, and
other system frameworks provide the help you need to do your drawing
correctly.
Creating High-Resolution Bitmap Images Programmatically If you
currently use the UIGraphicsBeginImageContext function to create
bitmaps, you may want to adjust your code to take scale factors into
account. The UIGraphicsBeginImageContext function always creates
images with a scale factor of 1.0. If the underlying device has a
high-resolution screen, an image created with this function might not
appear as smooth when rendered. To create an image with a scale factor
other than 1.0, use the UIGraphicsBeginImageContextWithOptions
instead. The process for using this function is the same as for the
UIGraphicsBeginImageContext function:
Call UIGraphicsBeginImageContextWithOptions to create a bitmap
context (with the appropriate scale factor) and push it on the
graphics stack.
Use UIKit or Core Graphics routines to draw the content of the
image.
Call UIGraphicsGetImageFromCurrentImageContext to get the bitmap’s
contents.
Call UIGraphicsEndImageContext to pop the context from the stack.
For example, the following code snippet
creates a bitmap that is 200 x 200 pixels. (The number of pixels is
determined by multiplying the size of the image by the scale
factor.)
UIGraphicsBeginImageContextWithOptions(CGSizeMake(100.0,100.0), NO, 2.0);
See it here: Supporting High-Resolution Screens

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