I am trying to create a object that can be dragged and rotated in an NSView and have been successful in doing so using NSBezierPath. I am creating multiple objects and storing them in a class and using NSBezierPath.transform(using: AffineTransform) to modify the path in response to drag and rotation inputs.
This all works fine but I now want to add text to the shape and it seems there are a different set of rules for dealing with text.
I have tried using Core Text by creating a CTFrame but have no idea how to move or rotate this.
Is there a good reason for why the handling of text is so different from NSBezierPath.
And then there is the difference between AffineTransform and CGAffineTransform. The whole thing is pretty confusing and good documentation explaining the difference seems hard to come by.
Below is the code for creating and moving the shape which seems work perfectly. I have no idea how to move the text, ideally without having to recreate it. Is there any way to translate and rotate the CTFrame?
var path: NSBezierPath
var location: NSPoint {
didSet {
// move()
}
}
var angle: CGFloat {
didSet {
let dx = angle - oldValue
rotate(dx)
}
}
func createPath(){
// Create a simple path with a rectangle
self.path = NSBezierPath(rect: NSRect(x: -1*width/2.0, y: -1*height/2.0, width: width, height: height))
let line = NSBezierPath()
line.move(to: NSPoint(x: width/2.0, y:0))
line.line(to: NSPoint(x: width/2.0+leader, y:0))
self.path.append(line)
// Label !!
let rect = NSRect(x: width/2.0, y: 0, width: leader, height: height/2.0)
let attrString = NSAttributedString(string: assortmentLabel, attributes: attributesForLeftText)
self.labelFrame = textFrame(attrString: attrString, rect: rect)
// ??? How to rotate the CTFrame - is this even possible
move()
rotate(angle)
}
func rotate(_ da: CGFloat){
// Move to origin
let loc = AffineTransform(translationByX: -location.x, byY: -location.y)
self.path.transform(using: loc)
let rotation = AffineTransform(rotationByDegrees: da)
self.path.transform(using: rotation)
// Move back
self.path.transform(using: AffineTransform(translationByX: location.x, byY: location.y))
}
func move(){
let loc = AffineTransform(translationByX: location.x, byY: location.y)
self.path.transform(using: loc)
}
func draw(){
guard let context = NSGraphicsContext.current?.cgContext else {
return
}
color.set()
path.stroke()
if isSelected {
path.fill()
}
if let frame = self.labelFrame {
CTFrameDraw(frame, context)
}
}
// -----------------------------------
// Modify the item location
// -----------------------------------
func offsetLocationBy(x: CGFloat, y:CGFloat)
{
location.x=location.x+x
location.y=location.y+y
let loc = AffineTransform(translationByX: x, byY: y)
self.path.transform(using: loc)
}
EDIT:
I have changed things around a bit to now draw the shape at origin 0,0 and to then apply the transformation to CGContext prior to drawing the shape.
This does the job and using CTDrawFrame now works correctly...
Well almost...
On my test app it works perfectly but when I integrated the exact same code to the production app the text appears upside-down and all characters shown on top of each other.
As far as I can tell there is nothing different about the views the drawing is taking place in - uses the same NSView subclass.
Is there something else that could upset the drawing of the text - seems like an isFlipped issue but why would this happen in the one app and not the other.
Everything else seems to draw correctly. Tearing my hair out on this.
After much struggling it seems I got lucky with the test app working at all and needed to set the textMatrix on BOTH apps to ensure things work properly under all conditions.
It also seems one can't create the CTFrame and later just scale it and redraw it - well it didn't work for me so I had to recreate it in the draw() method each time!
Related
I have a SwiftUI MapKitView that follows the pattern in https://www.hackingwithswift.com/books/ios-swiftui/advanced-mkmapview-with-swiftui adapted for macOS. In makeNSView I set the region for the interesting bit of the location I want to display, irrelevant of windows size and I can get this code to zoom appropriately by default whether the NSWindow is more landscape than portrait or vice versa.
func makeNSView(context: Context) -> MKMapView {
let mapView = MKMapView()
mapView.delegate = context.coordinator
mapView.mapType = .satellite
mapView.pointOfInterestFilter = .excludingAll
let region = MKCoordinateRegion(center: centroid, latitudinalMeters: 1160, longitudinalMeters: 1260)
let fittedRegion = mapView.regionThatFits(region)
mapView.setRegion(fittedRegion, animated: false)
}
It appears thatmapView.region is not actually updated upon the return of setRegion()
The rub is I want to orient the map other than true north, so I have to set a camera.
However, the fromDistance: parameter in creating MKMapCamera has to be computed from the region that was set, but what is the camera's field of view angle to determine how high it needs to be to include the correct extent for the window once the region is set? I basically want the zoom level set the same as via the fittedRegion and want to replicate that in the camera with the changed heading (with pitch at 0)
It appears the MKMapViewDelegate has a mapViewDidChangeVisibleRegion and I think the Coordinator is the delegate in SwiftUI. I can see the region on multiple calls to updateNSView, tho it takes a few calls before its actually set. I suspect setting the camera there will create another updateNSView() call which would pose problems.
How can I orient the map to include a given region extent regardless of window size with the zoom level and heading on initial load (but then lets the user manipulate as they see fit)..
Try the following
func makeNSView(context: Context) -> MKMapView {
let mapView = MKMapView()
mapView.delegate = context.coordinator
mapView.mapType = .satellite
mapView.pointOfInterestFilter = .excludingAll
let region = MKCoordinateRegion(center: centroid, latitudinalMeters: 1160, longitudinalMeters: 1260)
let fittedRegion = mapView.regionThatFits(region)
DispatchQueue.main.async {
mapView.setRegion(fittedRegion, animated: false)
}
return mapView
}
I think I figured it out.
Responding to func mapViewDidFinishLoadingMap(_ mapView: MKMapView) in the Coordinator and setting the mapView.camera.heading to an appropriate value there does what I'm intending.
I have a camerNode position issue. I have included the code below + an attempt of resolving this with no progress. Essentially in my GameScene I have the camera locked perfectly onto the player when moving through the scene, I am actually trying to amend this so that the camera is slightly ahead of the player, this meaning my player is actually positioned on the left side of the screen, almost like an offset (+ 200) :) if this existed.
The Code:
class GameScene: SKScene, SKPhysicsContactDelegate {
// Create a constant cam as a SKCameraNode:
let cam = SKCameraNode()
override func didMove(to view: SKView) {
// vertical center of the screen:
screenCenterY = self.size.height / 2
// Assign the camera to the scene
self.camera = cam
//Add the camera itself to the scene's node tree"
self.addChild(self.camera!)
// Position the camera node above the game elements:
self.camera!.zPosition = 50
}
override func didSimulatePhysics() {
// Keep the camera locked at mid screen by default:
var cameraYPos = screenCenterY
cam.yScale = 1
cam.xScale = 1
// Follow the player:
if (player.position.y > screenCenterY) {
cameraYPos = player.position.y
cam.yScale = newScale
cam.xScale = newScale
}
// Camera Adjustment:
self.camera!.position = CGPoint(x: player.position.x, y: cameraYPos)
I initially thought that I could overcome this by changing the player to another SKSpriteNode.. i'e in my HUD class I could add a node and apply this code around? I could then refer back to my player class in which I already defined the position above my override func didMove.
let initialPlayerPosition = CGPoint(x: 50, y: 350)
I did try this and the GameScene started playing up, is there a better method for achieving this result? I assume the code could be changed to accommodate but I am still in the learning grounds of Xcode.
Never mind - solved it!
Camera adjustment statement - player.position.x + 200) :)
This does the trick!
Update: Nov.6
Thanks to pointum I revised my question.
On 10.13, I'm trying to write a view snapshot function as general purpose NSView or window extension. Here's my take as a window delegate:
var snapshot : NSImage? {
get {
guard let window = self.window, let view = self.window!.contentView else { return nil }
var rect = view.bounds
rect = view.convert(rect, to: nil)
rect = window.convertToScreen(rect)
// Adjust for titlebar; kTitleUtility = 16, kTitleNormal = 22
let delta : CGFloat = CGFloat((window.styleMask.contains(.utilityWindow) ? kTitleUtility : kTitleNormal))
rect.origin.y += delta
rect.size.height += delta*2
Swift.print("rect: \(rect)")
let cgImage = CGWindowListCreateImage(rect, .optionIncludingWindow,
CGWindowID(window.windowNumber), .bestResolution)
let image = NSImage(cgImage: cgImage!, size: rect.size)
return image
}
}
to derive a 'flattened' snapshot of the window is what I'm after. Initially I'm using this image in a document icon drag.
It acts bizarrely. It seems to work initially - window in center, but subsequently the resulting image is different - smaller, especially when window is moved up or down in screen.
I think the rect capture is wrong ?
Adding to pointum's answer I came up with this:
var snapshot : NSImage? {
get {
guard let window = self.window, let view = self.window!.contentView else { return nil }
let inf = CGFloat(FP_INFINITE)
let null = CGRect(x: inf, y: inf, width: 0, height: 0)
let cgImage = CGWindowListCreateImage(null, .optionIncludingWindow,
CGWindowID(window.windowNumber), .bestResolution)
let image = NSImage(cgImage: cgImage!, size: view.bounds.size)
return image
}
}
As I only want / need a single window, specifying 'null' does the trick. Well all else fails, the docs, if you know where to look :o.
Use CGWindowListCreateImage:
let rect = /* view bounds converted to screen coordinates */
let image = CGWindowListCreateImage(rect, .optionIncludingWindow,
CGWindowID(window.windowNumber), .bestResolution)
To save the image use something like this:
let dest = CGImageDestinationCreateWithURL(url, "public.jpeg", 1, nil)
CGImageDestinationAddImage(destination, image, nil)
CGImageDestinationFinalize(destination)
Note that screen coordinates are flipped. From the docs:
The coordinates of the rectangle must be specified in screen coordinates, where the screen origin is in the upper-left corner of the main display and y-axis values increase downward
Modus Operandi:
1) Use an UIImageView of a base Clock Image.
2) Add MinuteHand & HourHand sublayers (containing their respective images) to the UIImageView layer.
Problem: both sublayers disappear when attempting to perform a rotation transformation.
Note: 1) I've removed the 'hour' code & ancillary radian calculations to simplify code.
2) The 'center' is the center of the clock. I had adjusted the coordinates to actually pin the hands to the clock's center.
3) The ViewDidLayoutSubviews() appear to be okay. I got the clock + hands.
class ClockViewController:UIViewController {
private let minuteLayer = CALayer()
#IBOutlet weak var clockBaseImageView: UIImageView!
#IBOutlet weak var datePicker: UIDatePicker!
override func viewDidLayoutSubviews() {
guard var minuteSize = UIImage(named: "MinuteHand")?.size,
var hourSize = UIImage(named: "HourHand")?.size
else {
return
}
var contentLayer:CALayer {
return self.view.layer
}
var center = clockBaseImageView.center
// Minute Hand:
minuteLayer.setValue("*** Minute Hand ***", forKey: "id")
minuteSize = CGSize(width: minuteSize.width/3, height: minuteSize.height/3)
minuteLayer.contents = UIImage(named: "MinuteHand")?.cgImage
center = CGPoint(x: 107.0, y: 40.0)
var handFrame = CGRect(origin: center, size: minuteSize)
minuteLayer.frame = handFrame
minuteLayer.contentsScale = clockBaseImageView.layer.contentsScale
minuteLayer.anchorPoint = center
clockBaseImageView.layer.addSublayer(minuteLayer)
}
Here's my problem: Attempting to rotate the minute hand via 0.01 radians:
func set(_ time:Date) {
minuteLayer.setAffineTransform(CGAffineTransform(rotationAngle: .01)) // random value for test.
}
Before rotation attempt:
After attempting to rotate minute hand:
The hand shifted laterally to the right vs rotate.
Why? Perhaps due to the pivot point?
I think this will solve your problem, Take a look and let me know.
import GLKit // Importing GLKit Framework
func set(_ time:Date) {
minuteLayer.transform = CGAffineTransformMakeRotation(CGFloat(GLKMathDegreesToRadians(0.01)))
}
Note: this solution doesn't solve the issue about rotating a CALayer. Instead, it bypasses the issue by replacing the layer with a subview and rotating the subview via:
func set(_ time:Date) {
minuteView.transform = CGAffineTransform(rotationAngle: 45 * CGFloat(M_PI)/180.0)
}
Here's the result:
Still, it would be nice to know how to rotate a CALayer.
So I reverently updated to Xcode 7 Beta and I'm somewhat unsure as to whether that is pertinent information but I figured I'd mention it anyway. My issue is that when I use the convertPointToView() function, it calls for an argument of type SKScene whereas (obviously) I want to it to take a point. I have another class which doesn't inherit SKScene where I want to use this function and it errors with "use of unresolved identifier convertPointToView" (I am importing SKScene). I find this to be very strange since I've written other programs that use this function and work fine even with the Xcode 7 beta, however, it doesn't seem to be working here. If anyone knows why I am having all this trouble, I'd really appreciate some help.
import Foundation
import SpriteKit
import SceneKit
class StandardLabel: UILabel {
init(x: Double, y: Double, width: Double, height: Double, doCenter: Bool, text: String, textColor: UIColor, backgroundColor: UIColor, font: String, fontSize: CGFloat, border: Bool, sceneWidth: Int) {
var frame = CGRect()
if doCenter {
frame = CGRect(x: convertPointToView(CGPoint(x: sceneWidth / 2, y: 0)).x, y: height, width: width, height: height)
} else {
frame = CGRect(x: x, y: y, width: width, height: height)
}
super.init(frame: frame)
self.text = text
self.textColor = textColor
self.backgroundColor = backgroundColor
self.textAlignment = NSTextAlignment.Center
self.font = UIFont(name: font, size: fontSize)
if border {
super.layer.borderColor = UIColor.blackColor().CGColor
super.layer.borderWidth = 5
}
}
I'd suggest that if you want to add text within your scene, that you use SKLabelNode, because it uses the same coordinate system as the other items that you'll be aligning, and you won't have to worry about converting your coordinates between different systems.
Use a UILabel if you want to display text outside of your scene (although for a SpriteKit (2D) game this wouldn't make sense because they're full screen, and I think would make sense mostly if you're making a SceneKit (3D) game).
Also, you don't need to make a subclass just to set default color and text size, it probably makes more sense to have this as a private helper method on your scene.
SKLabelNode doesn't have any 'border' property (like UILabel.layer does) so instead you'll need to draw an outline using SKShapeNode. This example uses the exact frame of the label so the text and the border are touching. You probably want to add a gap so there's space between the text and border but I'll leave that to you.
Here's a commented code snippet that adds two labels to a scene: "Baore" at size 80 with red text and border, and the label "Hello" at size 30 with blue text and border. Both are centered horizontally, "Baore" is also centered vertically, "Hello" is offset from the center by 150.
You could have also moved the position logic into the helper function, but to me that just feels weird... but up to you to decide how you want to do that!
import SpriteKit
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
// `makeLabelWithOutline` is a helper function that takes 3 parameters
// - labelText
// - textSize
// - tint color to use for text and outline
// because textSize and tint have default values, you can
// omit them, and the default values will be used instead
// so this will be a label with text "Baore" at size 80 and red text and outline
let baoreLabel = self.makeLabelWithOutline("Baore")
baoreLabel.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame))
self.addChild(baoreLabel)
// so this will be a label with text "Hello" at size 30 and blue text and outline
let helloLabel = self.makeLabelWithOutline("hello", textSize: 30, tint: UIColor.blueColor())
helloLabel.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame)+150)
self.addChild(helloLabel)
}
private func makeLabelWithOutline(labelText:String, textSize:CGFloat = 80, tint:UIColor = UIColor.redColor()) -> SKNode {
let myLabel = SKLabelNode(fontNamed:"Futura-CondensedExtraBold")
myLabel.text = labelText
myLabel.fontColor = tint
myLabel.fontSize = textSize
// create the outline for the label
let labelOutline = SKShapeNode(rect: myLabel.frame)
labelOutline.strokeColor = tint
labelOutline.lineWidth = 5
labelOutline.addChild(myLabel)
return labelOutline
// we're returning an SKNode with this hierachy:
// SKShapeNode (the outline)
// ↳ SKLabelNode (the "Baore" label)
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
convertPointToView is an instance method of an SKScene object so you'll need to call it on some instance of an SKScene (maybe pass in a reference to the entire scene instead of just the sceneWidth?)
I'm not sure if it helps, but there's also convertPoint:toView: which might make more sense if you're dealing with a UILabel (??)