I have a UICollectionView that displays images. My images are size 114x133 but for some reason the actual UICollectionVewCell is bigger than this (I can see this because I set the cell background to red). Because of this the view can display only 2 images and there is a huge gap between the two. I am implementing the following
- (CGSize)collectionView:(UICollectionView *)collectionView layout:(UICollectionViewLayout*)collectionViewLayout sizeForItemAtIndexPath:(NSIndexPath *)indexPath {
UIImage* img = [UIImage imageNamed:#"thumbnail_frame.png"];
return img.size;
}
- (UIEdgeInsets)collectionView:
(UICollectionView *)collectionView layout:(UICollectionViewLayout*)collectionViewLayout insetForSectionAtIndex:(NSInteger)section {
return UIEdgeInsetsMake(1, 1, 1, 1);
}
I am creating the cell's contentview programmatically (i.e init imageView etc).
I face the same problem in a different view where I am creating the whole view programmatically. There I do:
UICollectionViewFlowLayout *flowLayout = [[UICollectionViewFlowLayout alloc] init];
flowLayout.minimumInteritemSpacing=10;
flowLayout.minimumLineSpacing= 30;
flowLayout.sectionInset = UIEdgeInsetsMake(5, 5, 5, 5);
if(collectionView != nil) {
[collectionView removeFromSuperview];
}
CGRect frm= CGRectMake(45, 80, 250, 230);
collectionView = [[UICollectionView alloc] initWithFrame:frm collectionViewLayout:flowLayout];//(0, 0, self.view.frame.size.width, self.view.frame.size.height) collectionViewLayout:flowLayout];
collectionView.backgroundColor = [UIColor colorWithRed:0 green:0 blue:0 alpha:0.5];
collectionView.clipsToBounds = YES;
collectionView.layer.cornerRadius = 10.0;
collectionView.dataSource = self;
collectionView.delegate = self;
[collectionView registerClass:[YourPicCollectionViewCell class] forCellWithReuseIdentifier:#"YourPicCell"];
Again there is either a big gap between two images, or if I make the width smaller, there are 3 images but the right-most one is half-visible.
I tinkered with spacing but it doesn't seem to work. What could be the problem?
I think instead of resizing the cell.. you should try resizing the collection view. Make sure that the collection view has just enough width to hold 2 items in a row. This is because if the collection view has more width than the cells, then then will stick to the extreme right and left. If it's too short, then only one cell will be displayed at the centre (Assuming that you are trying to keep 2 cells in a row).
The reason that one of your cell was half visible is that the collection view had more width than its super view.
So doing the following would help you get what you want..
Frame your collection view such that its less than its super view and should be equal to (numberOfCells X width) + ((numberOfCells-1) X cellGap).
If it's a custom collection view cell try adding constraints to the imageView such that the image sticks to the cells edges.
Related
So I draw a MKPolyline with the users updated CLLocationCoordinates as per usual. When my quits and starts again, all of the past points are loaded onto the mapview to be displayed with
routeLine = [MKPolyline polylineWithCoordinates:clCoordinates count:numberOfSteps];
[_mapView addOverlay:routeLine];
and in MKOverlayRenderer method I have
if ([overlay isKindOfClass:[MKPolyline class]])
{
MKPolylineRenderer *renderer = [[MKPolylineRenderer alloc] initWithPolyline:overlay];
renderer.strokeColor = [[UIColor whiteColor] colorWithAlphaComponent:0.7];
renderer.lineWidth = 3;
return renderer;
}
This all works a treat, but problems arise when I change the type of map with
[self resetMapViewAndRasterOverlayDefaults];
[[UIApplication sharedApplication] setNetworkActivityIndicatorVisible:YES];
_rasterOverlay = [[MBXRasterTileOverlay alloc] initWithMapID:#"jonobolitho.j834jdml"];
_rasterOverlay.delegate = self;
[_mapView addOverlay:_rasterOverlay];
Note, I have the resetMapViewAndRasterOverlayDefaults helper method
// Reset the MKMapView to some reasonable defaults.
//
_mapView.mapType = MKMapTypeStandard;
_mapView.zoomEnabled = YES;
[_mapView removeAnnotations:_rasterOverlay.markers];
[_mapView removeOverlay:_rasterOverlay];
[_rasterOverlay invalidateAndCancel];
I am using MBXMapKit to display the maps. The maps display correctly, but the polyline isn't shown on top of the map. The map just loads over the top of my polyline (routeLine). I know this because in between the tiles of the new map I can see the routeLine underneath.
So basically is there a way to load the MKPolyline but always keep it on the top layer of the map, even if it changes?
Instead of:
[_mapView addOverlay:_rasterOverlay];
You want:
[_mapView insertOverlay:_rasterOverlay belowOverlay:routeLine];
Or something similar. Overlays have an order.
I have a UITextView with a lot of text in it. When the subview containing the UITextView is shown the UITextView only appears after the UITextView has been touched and scrolled.
Is there a limit of how much text can be in a UITextView?
Or is this a bug?
attached is a clip explaining this occurrence.
https://dl.dropbox.com/u/8256776/UITextView%20Bug.MOV
Ok, I have looked into it and it seems to be quite a common issue. It seems that the text view doesn't feel that it has to draw the text, but calling setNeedsDisplay doesn't help. I don't know if there is a "real" solution, but you can force it to draw the text by scrolling programmatically:
disclaimerView.contentOffset = CGPointMake(0, 1);
disclaimerView.contentOffset = CGPointMake(0, 0);
An unrelated thing in your code: In your switchView method you have two animations, one for the menu view and one for the view you are sliding into place. This is unnecessary as you can put both setFrame calls in the same animation:
MenuView = (UIView *)[self.view viewWithTag:100];
appView = (UIView *)[self.view viewWithTag:ViewInt];
[MenuView setFrame:CGRectMake(0, 0, 320, 480)];
[appView setFrame:CGRectMake(321, 0, 320, 480)];
[UIView beginAnimations:#"move buttons" context:nil];
[UIView setAnimationDuration:.5];
[MenuView setFrame:CGRectMake(-320, 0, 320, 480)];
[appView setFrame:CGRectMake(0, 0, 320, 480)];
disclaimerView.contentOffset = CGPointMake(0, 1);
disclaimerView.contentOffset = CGPointMake(0, 0);
[UIView commitAnimations];
And one more thing (and then I will back off :) )
You seem to be quite fond of using tags to retrieve elements. While it does work, it is not very understandable. You don't have that many elements so I would just add each of them as IBOutlet with a meaningful name (like you did with your disclaimerView). Also, have seperate switchView methods for the different views you are moving into place. That way you can easily perform additional stuff you might need for just that view, like the force scroll on disclaimerView.
From top to bottom I have UIView, UIScrollView, a UIImage, a UILabel, a UITextView and a UIButton.
My reason behind the top-most UIScrollView was so the whole vertical content would scroll.
What I really need a substitute for is the UITextView (5th down) because the UITextView is a subclass of UIScrollView. And this substitute must accomodate the very tall column of formatted text.
What I don't want is a scrollable object in the middle of the page; I want the whole page to be scrollable.
One more thing ... please note there's a button immediately below this tall column of text.
John Love
THANK YOU! Ashack and Pentagp. I guess I finally had to surrender and dump the idea that IB could be used for all GUI ...
The entire UIView contains a UILabel, a UIImage, a UITextView and
a UIButton at the very bottom.
The goal here was to make this entire content scrollable.
Thanks to you guys at stackoverflow.com:
using IB, un-check "Scrolling Enabled" for the UITextView
because it's a concrete type of UIScrollView
using IB, drag a UIScrollView to the UIView and match sizes and
insure that the UIScrollView encloses all sub-views
make the UITextView height = its contentSize.height
move the UIButton to below this UITextView
and then, thanks to iphonedevsdk.com:
adjust the contentSize.height of the top-most UIScrollview to
include the height of the re-positioned UIButton
Problem solved!!!
Your question is not very specific, but I think you're asking how to make a text view that does not scroll, and expands to fit the text. You can do this with UILabel, but it's a multi-step process. The same will work for UITextView if you disable scrolling and set the contentSize to match the frame dimensions.
UILabel *label = [[UILabel alloc] initWithFrame:CGRectMake(100,100,100,100)];
label.font = [UIFont systemFontOfSize:24];
NSString *yourTextString = #"your text";
CGSize maximumLabelSize = CGSizeMake(100, 500);
CGSize expectedLabelSize = [yourTextString sizeWithFont:label.font
constrainedToSize:maximumLabelSize
lineBreakMode:yourLabel.lineBreakMode];
CGRect labelFrame = label.frame;
labelFrame.size.width = expectedLabelSize.width;
labelFrame.size.height = expectedLabelSize.height;
label.frame = labelFrame;
Then from there, use the label's frame to set the position of the button and all elements below it.
If I understand your problem, you don't want nested scroll.
So set yourTextView.scrollEnabled = NO; //Do it programmatically our in the nib
Also in order to display all the text set yourTextView frame height to its content height:
yourTextView.frame = CGRectMake(yourTextView.frame.origin.x,
yourTextView.frame.origin.y,
yourTextView.frame.size.width,
yourTextView.contentSize.height + (yourTextView.contentSize.width > yourTextView.frame.size.width ? (yourTextView.contentSize.width * yourTextView.contentSize.height / (yourTextView.contentSize.width - yourTextView.frame.size.width)) - yourTextView.contentSize.height :0)));
/*
If textView is dynamically filled, you have to check if yourTextView.contentSize.width is bigger than yourTextView.frame.size.width then add proportionally what is remaining to the height.
*/
At the end change your button position if needed:
yourbutton.frame = CGRectMake(yourbutton.frame.origin.x,
yourTextView.frame.origin.y + yourTextView.frame.size.height + 20, //If you want your button to be 20 point after your textView
yourbutton.frame.size.width,
yourbutton.frame.size.height);
Hope that will help you...
All my research so far seems to indicate it is not possible to do this accurately. The only two options available to me at the outset were:
a) Using a Layout manager for the CATextLayer - not available on iOS as of 4.0
b) Use sizeWithFont:constrainedToSize:lineBreakMode: and adjust the frame of the CATextLayer according to the size returned here.
Option (b), being the simplest approach, should work. After all, it works perfectly with UILabels. But when I applied the same frame calculation to CATextLayer, the frame was always turning out to be a bit bigger than expected or needed.
As it turns out, the line-spacing in CATextLayers and UILabels (for the same font and size) is different. As a result, sizeWithFont (whose line-spacing calculations would match with that of UILabels) does not return the expected size for CATextLayers.
This is further proven by printing the same text using a UILabel, as against a CATextLayer and comparing the results. The text in the first line overlaps perfectly (it being the same font), but the line-spacing in CATextLayer is just a little shorter than in UILabel. (Sorry I can't upload a screenshot right now as the ones I already have contain confidential data, and I presently don't have the time to make a sample project to get clean screenshots. I'll upload them later for posterity, when I have the time)
This is a weird difference, but I thought it would be possible to adjust the spacing in the CATextLayer by specifying the appropriate attribute for the NSAttributedString I use there, but that does not seem to be the case. Looking into CFStringAttributes.h I can't find a single attribute that could be related to line-spacing.
Bottomline:
So it seems like it's not possible to use CATextLayer on iOS in a scenario where the layer is required to fit to its text. Am I right on this or am I missing something?
P.S:
The reason I wanted to use CATextLayer and NSAttributedString's is because the string to be displayed is to be colored differently at different points. I guess I'd just have to go back to drawing the strings by hand as always....of course there's always the option of hacking the results from sizeWithFont to get the proper line-height.
Abusing the 'code' tags a little to make the post more readable.
I'm not able to tag the post with 'CATextLayer' - surprisingly no such tags exist at the moment. If someone with enough reputation bumps into this post, please tag it accordingly.
Try this:
- (CGFloat)boundingHeightForWidth:(CGFloat)inWidth withAttributedString:(NSAttributedString *)attributedString {
CTFramesetterRef framesetter = CTFramesetterCreateWithAttributedString( (CFMutableAttributedStringRef) attributedString);
CGSize suggestedSize = CTFramesetterSuggestFrameSizeWithConstraints(framesetter, CFRangeMake(0, 0), NULL, CGSizeMake(inWidth, CGFLOAT_MAX), NULL);
CFRelease(framesetter);
return suggestedSize.height;
}
You'll have to convert your NSString to NSAttributedString. In-case of CATextLayer, you can use following CATextLayer subclass method:
- (NSAttributedString *)attributedString {
// If string is an attributed string
if ([self.string isKindOfClass:[NSAttributedString class]]) {
return self.string;
}
// Collect required parameters, and construct an attributed string
NSString *string = self.string;
CGColorRef color = self.foregroundColor;
CTFontRef theFont = self.font;
CTTextAlignment alignment;
if ([self.alignmentMode isEqualToString:kCAAlignmentLeft]) {
alignment = kCTLeftTextAlignment;
} else if ([self.alignmentMode isEqualToString:kCAAlignmentRight]) {
alignment = kCTRightTextAlignment;
} else if ([self.alignmentMode isEqualToString:kCAAlignmentCenter]) {
alignment = kCTCenterTextAlignment;
} else if ([self.alignmentMode isEqualToString:kCAAlignmentJustified]) {
alignment = kCTJustifiedTextAlignment;
} else if ([self.alignmentMode isEqualToString:kCAAlignmentNatural]) {
alignment = kCTNaturalTextAlignment;
}
// Process the information to get an attributed string
CFMutableAttributedStringRef attrString = CFAttributedStringCreateMutable(kCFAllocatorDefault, 0);
if (string != nil)
CFAttributedStringReplaceString (attrString, CFRangeMake(0, 0), (CFStringRef)string);
CFAttributedStringSetAttribute(attrString, CFRangeMake(0, CFAttributedStringGetLength(attrString)), kCTForegroundColorAttributeName, color);
CFAttributedStringSetAttribute(attrString, CFRangeMake(0, CFAttributedStringGetLength(attrString)), kCTFontAttributeName, theFont);
CTParagraphStyleSetting settings[] = {kCTParagraphStyleSpecifierAlignment, sizeof(alignment), &alignment};
CTParagraphStyleRef paragraphStyle = CTParagraphStyleCreate(settings, sizeof(settings) / sizeof(settings[0]));
CFAttributedStringSetAttribute(attrString, CFRangeMake(0, CFAttributedStringGetLength(attrString)), kCTParagraphStyleAttributeName, paragraphStyle);
CFRelease(paragraphStyle);
NSMutableAttributedString *ret = (NSMutableAttributedString *)attrString;
return [ret autorelease];
}
HTH.
I have a much easier solution, that may or may not work for you.
If you aren't doing anything special with the CATextLayer that you can't do a UILabel, instead make a CALayer and add the layer of the UILabel to the CALayer
UILabel*label = [[UILabel alloc]init];
//Do Stuff to label
CALayer *layer = [CALayer layer];
//Set Size/Position
[layer addSublayer:label.layer];
//Do more stuff to layer
With LabelKit you don't need CATextLayer anymore. No more wrong line spacing and wider characters, all is drawn in the same way as UILabel does, while still animated.
This page gave me enough to create a simple centered horizontally CATextLayer : http://lists.apple.com/archives/quartz-dev/2008/Aug/msg00016.html
- (void)drawInContext:(CGContextRef)ctx {
CGFloat height, fontSize;
height = self.bounds.size.height;
fontSize = self.fontSize;
CGContextSaveGState(ctx);
CGContextTranslateCTM(ctx, 0.0, (fontSize-height)/2.0 * -1.0);
[super drawInContext:ctx];
CGContextRestoreGState(ctx);
}
I've made a CALayer with an added CATextLayer and the text comes out blurry. In the docs, they talk about "sub-pixel antialiasing", but that doesn't mean much to me. Anyone have a code snippet that makes a CATextLayer with a bit of text that is clear?
Here's the text from Apple's documentation:
Note: CATextLayer disables sub-pixel antialiasing when rendering text.
Text can only be drawn using sub-pixel antialiasing when it is
composited into an existing opaque background at the same time that
it's rasterized. There is no way to draw subpixel-antialiased text by
itself, whether into an image or a layer, separately in advance of
having the background pixels to weave the text pixels into. Setting
the opacity property of the layer to YES does not change the rendering
mode.
The second sentence implies that one can get good looking text if one composites it into an existing opaque background at the same time that it's rasterized. That's great, but how do I composite it and how do you give it an opaque background and how do you rasterize it?
The code they use in their example of a Kiosk Menu is as such: (It's OS X, not iOS, but I assume it works!)
NSInteger i;
for (i=0;i<[names count];i++) {
CATextLayer *menuItemLayer=[CATextLayer layer];
menuItemLayer.string=[self.names objectAtIndex:i];
menuItemLayer.font=#"Lucida-Grande";
menuItemLayer.fontSize=fontSize;
menuItemLayer.foregroundColor=whiteColor;
[menuItemLayer addConstraint:[CAConstraint
constraintWithAttribute:kCAConstraintMaxY
relativeTo:#"superlayer"
attribute:kCAConstraintMaxY
offset:-(i*height+spacing+initialOffset)]];
[menuItemLayer addConstraint:[CAConstraint
constraintWithAttribute:kCAConstraintMidX
relativeTo:#"superlayer"
attribute:kCAConstraintMidX]];
[self.menuLayer addSublayer:menuItemLayer];
} // end of for loop
Thanks!
EDIT: Adding the code that I actually used that resulted in blurry text. It's from a related question I posted about adding a UILabel rather than a CATextLayer but getting a black box instead. http://stackoverflow.com/questions/3818676/adding-a-uilabels-layer-to-a-calayer-and-it-just-shows-black-box
CATextLayer* upperOperator = [[CATextLayer alloc] init];
CGColorSpaceRef space = CGColorSpaceCreateDeviceRGB();
CGFloat components1[4] = {1.0, 1.0, 1.0, 1.0};
CGColorRef almostWhite = CGColorCreate(space,components1);
CGFloat components2[4] = {0.0, 0.0, 0.0, 1.0};
CGColorRef almostBlack = CGColorCreate(space,components2);
CGColorSpaceRelease(space);
upperOperator.string = [NSString stringWithFormat:#"13"];
upperOperator.bounds = CGRectMake(0, 0, 100, 50);
upperOperator.foregroundColor = almostBlack;
upperOperator.backgroundColor = almostWhite;
upperOperator.position = CGPointMake(50.0, 25.0);
upperOperator.font = #"Helvetica-Bold";
upperOperator.fontSize = 48.0f;
upperOperator.borderColor = [UIColor redColor].CGColor;
upperOperator.borderWidth = 1;
upperOperator.alignmentMode = kCAAlignmentCenter;
[card addSublayer:upperOperator];
[upperOperator release];
CGColorRelease(almostWhite);
CGColorRelease(almostBlack);
EDIT 2: See my answer below for how this got solved. sbg.
Short answer — You need to set the contents scaling:
textLayer.contentsScale = [[UIScreen mainScreen] scale];
A while ago I learned that when you have custom drawing code, you have to check for the retina display and scale your graphics accordingly. UIKit takes care of most of this, including font scaling.
Not so with CATextLayer.
My blurriness came from having a .zPosition that was not zero, that is, I had a transform applied to my parent layer. By setting this to zero, the blurriness went away, and was replaced by serious pixelation.
After searching high and low, I found that you can set .contentsScale for a CATextLayer and you can set it to [[UIScreen mainScreen] scale] to match the screen resolution. (I assume this works for non-retina, but I haven't checked - too tired)
After including this for my CATextLayer the text became crisp. Note - it's not necessary for the parent layer.
And the blurriness? It comes back when you're rotating in 3D, but you don't notice it because the text starts out clear and while it's in motion, you can't tell.
Problem solved!
Swift
Set the text layer to use the same scale as the screen.
textLayer.contentsScale = UIScreen.main.scale
Before:
After:
Before setting shouldRasterize, you should:
set the rasterizationScale of the base layer you are going to rasterize
set the contentsScale property of any CATextLayers and possibly other types of layers(it never hurts to do it)
If you don't do #1, then the retina version of sub layers will look blurry, even for normal CALayers.
- (void)viewDidLoad {
[super viewDidLoad];
CALayer *mainLayer = [[self view] layer];
[mainLayer setRasterizationScale:[[UIScreen mainScreen] scale]];
CATextLayer *messageLayer = [CATextLayer layer];
[messageLayer setForegroundColor:[[UIColor blackColor] CGColor]];
[messageLayer setContentsScale:[[UIScreen mainScreen] scale]];
[messageLayer setFrame:CGRectMake(50, 170, 250, 50)];
[messageLayer setString:(id)#"asdfasd"];
[mainLayer addSublayer:messageLayer];
[mainLayer setShouldRasterize:YES];
}
First off I wanted to point out that you've tagged your question with iOS, but constraint managers are only available on OSX, so I'm not sure how you're getting this to work unless you've been able to link against it in the simulator somehow. On the device, this functionality is not available.
Next, I'll just point out that I create CATextLayers often and never have the blurring problem you're referring to so I know it can be done. In a nutshell this blurring occurs because you are not positioning your layer on the whole pixel. Remember that when you set the position of a layer, you use a float values for the x and y. If those values have numbers after the decimal, the layer will not be positioned on the whole pixel and will therefore give this blurring effect--the degree of which depending upon the actual values. To test this, just create a CATextLayer and explicitly add it to the layer tree ensuring that your position parameter is on a whole pixel. For example:
CATextLayer *textLayer = [CATextLayer layer];
[textLayer setBounds:CGRectMake(0.0f, 0.0f, 200.0f, 30.0f)];
[textLayer setPosition:CGPointMake(200.0f, 100.0f)];
[textLayer setString:#"Hello World!"];
[[self menuLayer] addSublayer:textLayer];
If your text is still blurry, then there is something else wrong. Blurred text on your text layer is an artifact of incorrectly written code and not an intended capability of the layer. When adding your layers to a parent layer, you can just coerce the x and y values to the nearest whole pixel and it should solve your blurring problem.
You should do 2 things, the first was mentioned above:
Extend CATextLayer and set the opaque and contentsScale properties to properly support retina display, then render with anti aliasing enabled for text.
+ (TextActionLayer*) layer
{
TextActionLayer *layer = [[TextActionLayer alloc] init];
layer.opaque = TRUE;
CGFloat scale = [[UIScreen mainScreen] scale];
layer.contentsScale = scale;
return [layer autorelease];
}
// Render after enabling with anti aliasing for text
- (void)drawInContext:(CGContextRef)ctx
{
CGRect bounds = self.bounds;
CGContextSetFillColorWithColor(ctx, self.backgroundColor);
CGContextFillRect(ctx, bounds);
CGContextSetShouldSmoothFonts(ctx, TRUE);
[super drawInContext:ctx];
}
If you came searching here for a similar issue for a CATextLayer in OSX, after much wall head banging, I got the sharp clear text by doing:
text_layer.contentsScale = self.window!.backingScaleFactor
(I also set the views background layer contentsScale to be the same).
This is faster and easier: you just need to set contentsScale
CATextLayer *label = [[CATextLayer alloc] init];
[label setFontSize:15];
[label setContentsScale:[[UIScreen mainScreen] scale]];
[label setFrame:CGRectMake(0, 0, 50, 50)];
[label setString:#"test"];
[label setAlignmentMode:kCAAlignmentCenter];
[label setBackgroundColor:[[UIColor clearColor] CGColor]];
[label setForegroundColor:[[UIColor blackColor] CGColor]];
[self addSublayer:label];