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  • Rotating a sprite to touch

    - by user1691659
    I know this has been asked before and Ive looked through peoples questions and answers all over the internet and I just cant get it to work. Im sure its down to my inexperience. Ive got an arrow attached to a sprite, this sprite appears when touched but I want the arrow to point where the sprite will launch. I have had the arrow moving but it was very erratic and not pointing as it should. Its not moving at the moment but this is what I have. - (void)update:(ccTime)delta { arrow.rotation = dialRotation; } -(void) ccTouchMoved:(UITouch*)touch withEvent:(UIEvent *)event { pt1 = [self convertTouchToNodeSpace:touch]; CGPoint firstVector = ccpSub(pt, arrow.position); CGFloat firstRotateAngle = -ccpToAngle(firstVector); CGFloat previousTouch = CC_RADIANS_TO_DEGREES(firstRotateAngle); CGPoint vector = ccpSub(pt1, arrow.position); CGFloat rotateAngle = -ccpToAngle(vector); CGFloat currentTouch = CC_RADIANS_TO_DEGREES(rotateAngle); dialRotation += currentTouch - previousTouch; } I have got pt from ccTouchBegan the same way as pt1 Thanks

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  • Draw a Custom cell for tableview ( uitableview ) , with changed colors and separator color and width

    - by Madhup
    Hi, I want to draw the background of a UITableViewCell which has a grouped style. The problem with me is I am not able to call the -(void)drawRect:(CGRect)rect or I think it should be called programmatically... I have taken code from following link . http://stackoverflow.com/questions/400965/how-to-customize-the-background-border-colors-of-a-grouped-table-view/1031593#1031593 // // CustomCellBackgroundView.h // // Created by Mike Akers on 11/21/08. // Copyright 2008 __MyCompanyName__. All rights reserved. // #import <UIKit/UIKit.h> typedef enum { CustomCellBackgroundViewPositionTop, CustomCellBackgroundViewPositionMiddle, CustomCellBackgroundViewPositionBottom, CustomCellBackgroundViewPositionSingle } CustomCellBackgroundViewPosition; @interface CustomCellBackgroundView : UIView { UIColor *borderColor; UIColor *fillColor; CustomCellBackgroundViewPosition position; } @property(nonatomic, retain) UIColor *borderColor, *fillColor; @property(nonatomic) CustomCellBackgroundViewPosition position; @end // // CustomCellBackgroundView.m // // Created by Mike Akers on 11/21/08. // Copyright 2008 __MyCompanyName__. All rights reserved. // #import "CustomCellBackgroundView.h" static void addRoundedRectToPath(CGContextRef context, CGRect rect, float ovalWidth,float ovalHeight); @implementation CustomCellBackgroundView @synthesize borderColor, fillColor, position; - (BOOL) isOpaque { return NO; } - (id)initWithFrame:(CGRect)frame { if (self = [super initWithFrame:frame]) { // Initialization code } return self; } - (void)drawRect:(CGRect)rect { // Drawing code CGContextRef c = UIGraphicsGetCurrentContext(); CGContextSetFillColorWithColor(c, [fillColor CGColor]); CGContextSetStrokeColorWithColor(c, [borderColor CGColor]); CGContextSetLineWidth(c, 2.0); if (position == CustomCellBackgroundViewPositionTop) { CGFloat minx = CGRectGetMinX(rect) , midx = CGRectGetMidX(rect), maxx = CGRectGetMaxX(rect) ; CGFloat miny = CGRectGetMinY(rect) , maxy = CGRectGetMaxY(rect) ; minx = minx + 1; miny = miny + 1; maxx = maxx - 1; maxy = maxy ; CGContextMoveToPoint(c, minx, maxy); CGContextAddArcToPoint(c, minx, miny, midx, miny, ROUND_SIZE); CGContextAddArcToPoint(c, maxx, miny, maxx, maxy, ROUND_SIZE); CGContextAddLineToPoint(c, maxx, maxy); // Close the path CGContextClosePath(c); // Fill & stroke the path CGContextDrawPath(c, kCGPathFillStroke); return; } else if (position == CustomCellBackgroundViewPositionBottom) { CGFloat minx = CGRectGetMinX(rect) , midx = CGRectGetMidX(rect), maxx = CGRectGetMaxX(rect) ; CGFloat miny = CGRectGetMinY(rect) , maxy = CGRectGetMaxY(rect) ; minx = minx + 1; miny = miny ; maxx = maxx - 1; maxy = maxy - 1; CGContextMoveToPoint(c, minx, miny); CGContextAddArcToPoint(c, minx, maxy, midx, maxy, ROUND_SIZE); CGContextAddArcToPoint(c, maxx, maxy, maxx, miny, ROUND_SIZE); CGContextAddLineToPoint(c, maxx, miny); // Close the path CGContextClosePath(c); // Fill & stroke the path CGContextDrawPath(c, kCGPathFillStroke); return; } else if (position == CustomCellBackgroundViewPositionMiddle) { CGFloat minx = CGRectGetMinX(rect) , maxx = CGRectGetMaxX(rect) ; CGFloat miny = CGRectGetMinY(rect) , maxy = CGRectGetMaxY(rect) ; minx = minx + 1; miny = miny ; maxx = maxx - 1; maxy = maxy ; CGContextMoveToPoint(c, minx, miny); CGContextAddLineToPoint(c, maxx, miny); CGContextAddLineToPoint(c, maxx, maxy); CGContextAddLineToPoint(c, minx, maxy); CGContextClosePath(c); // Fill & stroke the path CGContextDrawPath(c, kCGPathFillStroke); return; } else if (position == CustomCellBackgroundViewPositionSingle) { CGFloat minx = CGRectGetMinX(rect) , midx = CGRectGetMidX(rect), maxx = CGRectGetMaxX(rect) ; CGFloat miny = CGRectGetMinY(rect) , midy = CGRectGetMidY(rect) , maxy = CGRectGetMaxY(rect) ; minx = minx + 1; miny = miny + 1; maxx = maxx - 1; maxy = maxy - 1; CGContextMoveToPoint(c, minx, midy); CGContextAddArcToPoint(c, minx, miny, midx, miny, ROUND_SIZE); CGContextAddArcToPoint(c, maxx, miny, maxx, midy, ROUND_SIZE); CGContextAddArcToPoint(c, maxx, maxy, midx, maxy, ROUND_SIZE); CGContextAddArcToPoint(c, minx, maxy, minx, midy, ROUND_SIZE); // Close the path CGContextClosePath(c); // Fill & stroke the path CGContextDrawPath(c, kCGPathFillStroke); return; } } - (void)dealloc { [borderColor release]; [fillColor release]; [super dealloc]; } @end static void addRoundedRectToPath(CGContextRef context, CGRect rect, float ovalWidth,float ovalHeight) { float fw, fh; if (ovalWidth == 0 || ovalHeight == 0) {// 1 CGContextAddRect(context, rect); return; } CGContextSaveGState(context);// 2 CGContextTranslateCTM (context, CGRectGetMinX(rect),// 3 CGRectGetMinY(rect)); CGContextScaleCTM (context, ovalWidth, ovalHeight);// 4 fw = CGRectGetWidth (rect) / ovalWidth;// 5 fh = CGRectGetHeight (rect) / ovalHeight;// 6 CGContextMoveToPoint(context, fw, fh/2); // 7 CGContextAddArcToPoint(context, fw, fh, fw/2, fh, 1);// 8 CGContextAddArcToPoint(context, 0, fh, 0, fh/2, 1);// 9 CGContextAddArcToPoint(context, 0, 0, fw/2, 0, 1);// 10 CGContextAddArcToPoint(context, fw, 0, fw, fh/2, 1); // 11 CGContextClosePath(context);// 12 CGContextRestoreGState(context);// 13 } but the problem is my drawRect is not getting called automatically......... I am doing it like this. CustomCellBackgroundView *custView = [[CustomCellBackgroundView alloc] initWithFrame:CGRectMake(0,0,320,44)]; [cell setBackgroundView:custView]; [custView release]; and doing this gives me transparent cell. I tried and fought with code but could get any results. Please help me out. I am really having no idea how this code will run.

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  • iPhone: CoreGraphics and memory management

    - by carloe
    Can someone tell me what I am doing wrong here? I use this method to flip through pages in a PDF. But something in the code seems to not be released properly because every-time I pull a PDF page that contains an image my memory footprint increases. I am fairly new to CoreGraphics, and can't for the life of me figure out where this method would leak memory. -(UIImage *)pageAtIndex:(NSInteger)pageNumber withWidth:(CGFloat)width andHeight:(CGFloat)height { if((pageNumber>0) && (pageNumber<=pageCount)) { CGFloat scaleRatio; // multiplier by which the PDF Page will be scaled UIGraphicsBeginImageContext(CGSizeMake(width, height)); CGContextRef context = UIGraphicsGetCurrentContext(); CGPDFPageRef page = CGPDFDocumentGetPage(pdf, pageNumber); CGRect pageRect = CGPDFPageGetBoxRect(page, kCGPDFBleedBox); //Figure out the orientation of the PDF page and set the scaleRatio accordingly if(pageRect.size.width/pageRect.size.height < 1.0) { scaleRatio = height/pageRect.size.height; } else { scaleRatio = width/pageRect.size.width; } //Calculate the offset to center the image CGFloat xOffset = 0.0; CGFloat yOffset = height; if(pageRect.size.width*scaleRatio<width) { xOffset = (width/2)-(pageRect.size.width*scaleRatio/2); } else { yOffset = height-((height/2)-(pageRect.size.height*scaleRatio/2)); } CGContextTranslateCTM(context, xOffset, yOffset); CGContextScaleCTM(context, 1.0, -1.0); CGContextSaveGState(context); CGAffineTransform pdfTransform = CGPDFPageGetDrawingTransform(page, kCGPDFBleedBox, CGRectMake(0, 0, pageRect.size.width, pageRect.size.height), 0, true); pdfTransform = CGAffineTransformScale(pdfTransform, scaleRatio, scaleRatio); CGContextConcatCTM(context, pdfTransform); CGContextDrawPDFPage(context, page); UIImage *tempImage = [UIGraphicsGetImageFromCurrentImageContext() retain]; CGContextRestoreGState(context); UIGraphicsEndPDFContext(); UIGraphicsEndImageContext(); return tempImage; } return nil; }

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  • trying to draw scaled UIImage in custom view, but nothing's rendering

    - by Ben Collins
    I've created a custom view class and right now just want to draw an image scaled to fit the view, given a UIImage. I tried just drawing the UIImage.CGImage, but as others have attested to on this site (and in the docs), that renders the image upside down. So, at the suggestion of an answer I found to another question, I'm trying to draw it directly, but nothing is rendering in the view and I'm not sure why. Here's my drawing code: - (void)drawRect:(CGRect)rect { // Drawing code [super drawRect:rect]; if (self.originalImage) { [self drawImage]; } } - (void) drawImage { if (CGSizeEqualToSize(originalImage.size, self.frame.size) == NO) { CGFloat scaleFactor = 1.0; CGFloat scaledWidth = 0.0; CGFloat scaledHeight = 0.0; CGPoint thumbPoint = CGPointMake(0.0, 0.0); CGFloat widthFactor = self.frame.size.width / originalImage.size.width; CGFloat heightFactor = self.frame.size.height / originalImage.size.height; if (widthFactor < heightFactor) { scaleFactor = widthFactor; } else { scaleFactor = heightFactor; } scaledWidth = originalImage.size.width * scaleFactor; scaledHeight = originalImage.size.height * scaleFactor; if (widthFactor < heightFactor) { thumbPoint.y = (self.frame.size.height - scaledHeight) * 0.5; } else if (widthFactor > heightFactor) { thumbPoint.x = (self.frame.size.width - scaledWidth) * 0.5; } UIGraphicsBeginImageContext(self.frame.size); CGRect thumbRect = CGRectZero; thumbRect.origin = thumbPoint; thumbRect.size.width = scaledWidth; thumbRect.size.height = scaledHeight; [originalImage drawInRect:thumbRect]; self.scaledImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); } else { self.scaledImage = originalImage; } } My understanding (after studying this a bit) is that the UIGraphicsBeginImageContext function creates an offscreen for me to draw into, so now how do I render that context on top of the original one?

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  • Custom UITableViewCell not appearing when row height is set

    - by Sheehan Alam
    I have a custom UITableViewCell which I have created in IB. My labels display when I don't over-ride: - (CGFloat)tableView:(UITableView *)tblView heightForRowAtIndexPath:(NSIndexPath *)indexPath however my content is squished. I want the height to be 120px so I have the following: - (CGFloat)tableView:(UITableView *)tblView heightForRowAtIndexPath:(NSIndexPath *)indexPath { CGFloat rowHeight = 120; return rowHeight; } I'm not sure why the content inside of my UITableViewCell all of a sudden disappears?

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  • Missing z-axis rotation for transforming between two vectors

    - by Steve Baughman
    I'm trying to rotate a cube so that it's facing up, but am getting hung up on the final implementation details. It now reliably will rotate the x,y axis to the correct side, but the z-axis is never rotating (See photos of before and after rotation). When I'm using the code below I always get '0' for my rotationVector.z. What am I missing here? // Define lookAt vector lookAtVector = GLKVector3Make(0,0,1); // Define axes vectors axes[0] = GLKVector3Make(0,0,1); axes[1] = GLKVector3Make(-1,0,0); axes[2] = GLKVector3Make(0,1,0); axes[3] = GLKVector3Make(1,0,0); axes[4] = GLKVector3Make(0,-1,0); axes[5] = GLKVector3Make(0,0,-1); CGFloat highest_dot = -1.0; GLKVector3 closest_axis; for(int i = 0; i < 6; i++) { // multiply cube's axes by existing matrix GLKVector3 axis = GLKMatrix4MultiplyVector3(matrix, axes[i]); CGFloat dot = GLKVector3DotProduct(axis, lookAtVector); if(dot > highest_dot) { closest_axis = axis; highest_dot = dot; } } GLKVector3 rotationVector = GLKVector3CrossProduct(closest_axis, lookAtVector); // Get angle between vectors CGFloat angle = atan2(GLKVector3Length(rotationVector), GLKVector3DotProduct(closest_axis, lookAtVector)); // normalize the rotation vector rotationVector = GLKVector3Normalize(rotationVector); // Create transform CATransform3D rotationTransform = CATransform3DMakeRotation(angle, rotationVector.x, rotationVector.y, rotationVector.z); // add rotation transform to existing transformation baseTransform = CATransform3DConcat(baseTransform, rotationTransform); return baseTransform; Before 3d Rotation After 3d Rotation Implementation based on this post

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  • Rotate rectangle around center

    - by ESoft
    I am playing with Brad Larsen's adaption of the trackball app. I have two views at a 60 degree angle to each other and was wondering how I get the rotation to be in the center of this (non-closed) rectangle? In the images below I would have liked the rotation to take place all within the blue lines. Code (modified to only rotate around x axis): #import "MyView.h" //===================================================== // Defines //===================================================== #define DEGREES_TO_RADIANS(degrees) \ (degrees * (M_PI / 180.0f)) //===================================================== // Public Interface //===================================================== @implementation MyView - (void)awakeFromNib { transformed = [CALayer layer]; transformed.anchorPoint = CGPointMake(0.5f, 0.5f); transformed.frame = self.bounds; [self.layer addSublayer:transformed]; CALayer *imageLayer = [CALayer layer]; imageLayer.frame = CGRectMake(10.0f, 4.0f, self.bounds.size.width / 2.0f, self.bounds.size.height / 2.0f); imageLayer.transform = CATransform3DMakeRotation(DEGREES_TO_RADIANS(60.0f), 1.0f, 0.0f, 0.0f); imageLayer.contents = (id)[[UIImage imageNamed:@"IMG_0051.png"] CGImage]; imageLayer.borderColor = [UIColor yellowColor].CGColor; imageLayer.borderWidth = 2.0f; [transformed addSublayer:imageLayer]; imageLayer = [CALayer layer]; imageLayer.frame = CGRectMake(10.0f, 120.0f, self.bounds.size.width / 2.0f, self.bounds.size.height / 2.0f); imageLayer.transform = CATransform3DMakeRotation(DEGREES_TO_RADIANS(-60.0f), 1.0f, 0.0f, 0.0f); imageLayer.contents = (id)[[UIImage imageNamed:@"IMG_0089.png"] CGImage]; imageLayer.borderColor = [UIColor greenColor].CGColor; imageLayer.borderWidth = 2.0f; transformed.borderColor = [UIColor whiteColor].CGColor; transformed.borderWidth = 2.0f; [transformed addSublayer:imageLayer]; UIView *line = [[UIView alloc] initWithFrame:CGRectMake(0, self.bounds.size.height / 2.0f, self.bounds.size.width, 2)]; [line setBackgroundColor:[UIColor redColor]]; [self addSubview:line]; line = [[UIView alloc] initWithFrame:CGRectMake(0, self.bounds.size.height * (1.0f / 4.0f), self.bounds.size.width, 2)]; [line setBackgroundColor:[UIColor blueColor]]; [self addSubview:line]; line = [[UIView alloc] initWithFrame:CGRectMake(0, self.bounds.size.height * (3.0f / 4.0f), self.bounds.size.width, 2)]; [line setBackgroundColor:[UIColor blueColor]]; [self addSubview:line]; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { previousLocation = [[touches anyObject] locationInView:self]; } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { CGPoint location = [[touches anyObject] locationInView:self]; //location = CGPointMake(previousLocation.x, location.y); CATransform3D currentTransform = transformed.sublayerTransform; //CGFloat displacementInX = location.x - previousLocation.x; CGFloat displacementInX = previousLocation.x - location.x; CGFloat displacementInY = previousLocation.y - location.y; CGFloat totalRotation = sqrt((displacementInX * displacementInX) + (displacementInY * displacementInY)); CGFloat angle = DEGREES_TO_RADIANS(totalRotation); CGFloat x = ((displacementInX / totalRotation) * currentTransform.m12 + (displacementInY/totalRotation) * currentTransform.m11); CATransform3D rotationalTransform = CATransform3DRotate(currentTransform, angle, x, 0, 0); previousLocation = location; transformed.sublayerTransform = rotationalTransform; } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { } - (void)dealloc { [super dealloc]; } @end

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  • iPhone: CGPDFPageRef & CGPDFPageRelease memory leak and cryptic error message

    - by carloe
    Could someone tell me why the code below outputs "missing or invalid MediaBox" in the console? The code works fine if I remove CGPDFPageRelease(page);, but then my app starts leaking like crazy. -(CGSize)dimensionOfPageAtIndex:(int)index { CGPDFPageRef page = CGPDFDocumentGetPage(pdf, index); CGRect tempRect = CGPDFPageGetBoxRect(page, kCGPDFBleedBox); CGSize tempSize = CGSizeMake(tempRect.size.width, tempRect.size.height); CGPDFPageRelease(page); return tempSize; } I also have this code in my app, and releasing the pageref here works just fine... -(UIImage *)pageAtIndex:(NSInteger)pageNumber withWidth:(CGFloat)width andHeight:(CGFloat)height { if((pageNumber>0) && (pageNumber<=pageCount)) { CGFloat scaleRatio; // multiplier by which the PDF Page will be scaled UIGraphicsBeginImageContext(CGSizeMake(width, height)); CGContextRef context = UIGraphicsGetCurrentContext(); CGPDFPageRef page = CGPDFDocumentGetPage(pdf, pageNumber); CGRect pageRect = CGPDFPageGetBoxRect(page, kCGPDFBleedBox); //Figure out the orientation of the PDF page and set the scaleRatio accordingly if(pageRect.size.width/pageRect.size.height < 1.0) { scaleRatio = height/pageRect.size.height; } else { scaleRatio = width/pageRect.size.width; } //Calculate the offset to center the image CGFloat xOffset = 0.0; CGFloat yOffset = height; if(pageRect.size.width*scaleRatio<width) { xOffset = (width/2)-(pageRect.size.width*scaleRatio/2); } else { yOffset = height-((height/2)-(pageRect.size.height*scaleRatio/2)); } CGContextTranslateCTM(context, xOffset, yOffset); CGContextScaleCTM(context, 1.0, -1.0); CGContextSaveGState(context); CGAffineTransform pdfTransform = CGPDFPageGetDrawingTransform(page, kCGPDFBleedBox, CGRectMake(0, 0, pageRect.size.width, pageRect.size.height), 0, true); pdfTransform = CGAffineTransformScale(pdfTransform, scaleRatio, scaleRatio); CGContextConcatCTM(context, pdfTransform); CGContextDrawPDFPage(context, page); CGContextRestoreGState(context); UIImage *tempImage = UIGraphicsGetImageFromCurrentImageContext(); CGContextRelease(context); CGPDFPageRelease(page); return tempImage; } return NO; }

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  • Code to show UIPickerview under clicked UITextField

    - by Chris F
    I thought I'd share a code snippet where I show a UIPickerView when you click a UITextField. The code uses a UIPickerView, but there's no reason to use a different view controller, like a UITableViewController that uses a table instead of a picker. Just create a single-view project with a nib, and add a UITextField to the view and make you connections in IB. // .h file #import @interface MyPickerViewViewController : UIViewController <UIPickerViewDelegate, UIPickerViewDataSource, UITextFieldDelegate> - (IBAction)dismissPickerView:(id)sender; @end // .m file #import "MyPickerViewViewController.h" @interface MyPickerViewViewController () { UIPickerView *_pv; NSArray *_array; IBOutlet __weak UITextField *_tf; BOOL _pickerViewShown; } @end @implementation MyPickerViewViewController - (void)viewDidLoad { [super viewDidLoad]; _pickerViewShown = NO; _array = [NSArray arrayWithObjects:@"One", @"Two", @"Three", @"Four", nil]; _pv = [[UIPickerView alloc] initWithFrame:CGRectZero]; _pv.showsSelectionIndicator = YES; _pv.dataSource = self; _pv.delegate = self; _tf.delegate = self; _tf.inputView = _pv; } - (IBAction)dismissPickerView:(id)sender { [_pv removeFromSuperview]; [_tf.inputView removeFromSuperview]; [_tf resignFirstResponder]; _pickerViewShown = NO; } - (void)didReceiveMemoryWarning { [super didReceiveMemoryWarning]; // Dispose of any resources that can be recreated. } - (BOOL)textFieldShouldBeginEditing:(UITextField *)textField { if (!_pickerViewShown) { [self setRectForPickerViewRelativeToTextField:textField]; [self.view addSubview:_tf.inputView]; _pickerViewShown = YES; } else { [self dismissPickerView:self]; } return NO; } - (void)setRectForPickerViewRelativeToTextField:(UITextField*)textField { CGFloat xPos = textField.frame.origin.x; CGFloat yPos = textField.frame.origin.y; CGFloat width = textField.frame.size.width; CGFloat height = textField.frame.size.height; CGFloat pvHeight = _pv.frame.size.height; CGRect pvRect = CGRectMake(xPos, yPos+height, width, pvHeight); _pv.frame = pvRect; } - (NSString *)pickerView:(UIPickerView *)pickerView titleForRow:(NSInteger)row forComponent:(NSInteger)component { return [_array objectAtIndex:row]; } - (NSInteger)numberOfComponentsInPickerView:(UIPickerView *)pickerView { return 1; } - (NSInteger)pickerView:(UIPickerView *)pickerView numberOfRowsInComponent:(NSInteger)component { return _array.count; } - (void) pickerView:(UIPickerView *)pickerView didSelectRow:(NSInteger)row inComponent:(NSInteger)component { _tf.text = [_array objectAtIndex:row]; [self dismissPickerView:self]; } @end

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  • iphone app scroll view is horizontal but i want it vertical - how do i change this?

    - by Billy Jones
    Hi Folks, Got this code for a viewscroller from the apple developers site. @synthesize scrollView1, scrollView2; const CGFloat kScrollObjHeight = 467.0; const CGFloat kScrollObjWidth = 320.0; const NSUInteger kNumImages = 6; (void)layoutScrollImages { UIImageView *view = nil; NSArray *subviews = [scrollView1 subviews]; // reposition all image subviews in a horizontal serial fashion CGFloat curXLoc = 0; for (view in subviews) { if ([view isKindOfClass:[UIImageView class]] && view.tag 0) { CGRect frame = view.frame; frame.origin = CGPointMake(curXLoc, 0); view.frame = frame; curXLoc += (kScrollObjWidth); } } // set the content size so it can be scrollable [scrollView1 setContentSize:CGSizeMake((kNumImages * kScrollObjWidth), [scrollView1 bounds].size.height)]; } it works brilliantly the images are rotated by pulling them left or right. but I want to pull the images up and down to change them. Can anyone help me out with this? this part in the code looks as if it controls the direction but i'm not sure how to change it. // reposition all image subviews in a horizontal serial fashion CGFloat curXLoc = 0; for (view in subviews) { if ([view isKindOfClass:[UIImageView class]] && view.tag 0) { CGRect frame = view.frame; frame.origin = CGPointMake(curXLoc, 0); view.frame = frame; curXLoc += (kScrollObjWidth); } } Any help most appreciated, thanks! Billy

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  • Location of the object after scrolling in UIScrollView

    - by ludo
    Hi, I have a scrollView (width:320px height:100px) on my UIView, inside it I add 10 images with width:106.5px each. After that I use this function to have 3 different parts inside my scrollView, so everytime I scroll, an image will automatically be center. -(void)scrollViewDidEndDragging:(UIScrollView *)scrollView willDecelerate:(BOOL)decelerate { [self returnToPosition:self.scrollView]; } -(void)scrollViewDidEndDecelerating:(UIScrollView *)scrollView { [self returnToPosition:self.scrollView]; } -(void)returnToPosition:(UIScrollView *)scrollView { CGFloat itemWidth = 106.5f; CGFloat position = [self.scrollView contentOffset].x; CGFloat newPosition = 0.0f; CGFloat offSet = position / itemWidth; NSUInteger target = (NSUInteger)(offSet + 0.5f); newPosition = target * itemWidth; [self.scrollView setContentOffset:CGPointMake(newPosition, 0.0f) animated:YES]; } Here is my question, I want to be able to know which image will be in the middle position after the user scroll the View, because I want to display on my UIView a text, specific to that image. But I don't know how to do that. Some Ideas?

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  • Objective-C RGB to HSB

    - by Johannes Jensen
    Let's say I've got the colour FF0000, which is red. Finding a darker colour is easy, I just type maybe CC instead of the FF, but let's say I've got the colour AE83FC, which is a complicated colour, how the heck would I find a lighter or darker version of it automatically? I figured the easy way to do this is to convert my RGB to HSB [Hue, Saturation, Brightness] How would I do that in Objective-C? Let's say I've got a RGB which is: 1.0, 0.0, 0.0. That's red. CGFloat r = 1.0; CGFloat g = 0.0; CGfloat b = 0.0; How would I convert that to HSB and then transform the colors and make it go back to RGB to I can use CGContextRGBSetFillColor? Are there any HSB functions? Please help. :)

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  • Drag Rotate UIImageView by touch

    - by rockstardev
    I have an UIImageView that is a subview of an UIView. I'm trying to create a drag rotate effect with the UIImageView similar to spinning a bottle but I'm having trouble calculating the radians to rotate the image by. My code below seems like it should work because I've seen a similar calculation in Flash examples. Can anyone shed some light on what I'm doing wrong? Thanks. This is the code contained in my image view subclass: - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [[event allTouches] anyObject]; lastLocation = [touch locationInView:[self superview]]; } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [[event allTouches] anyObject]; CGPoint location = [touch locationInView:[self superview]]; CGFloat xDisplacement = location.x - lastLocation.x; CGFloat yDisplacement = location.y - lastLocation.y; CGFloat rad = atan2f(yDisplacement,xDisplacement); self.transform = CGAffineTransformMakeRotation(rad); }

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  • Conversion Fahrenheit to celsius programmatically

    - by Doom
    In my project, want to show the weather in fahrenheit first, then if the user wants clickes on conversion, needs to show the weather in celsius. My code is NSNumber *metric = [[NSUserDefaults standardUserDefaults] objectForKey:@"metric"]; NSLog(@"Metric is %@", metric); CGFloat aFloat = [speed floatValue]; CGFloat tFloat = [temperature floatValue]; CGFloat tempFloat = (tFloat-30)/2; NSNumber * p_Number = [NSNumber numberWithFloat:tempFloat]; //Convert mph to kmph if ([metric boolValue]) { [windValueLabel setText:[NSString stringWithFormat:@"%.2f kmph", aFloat * 1.6] ]; temperatureLabel.text = [NSString stringWithFormat:@"%@", p_Number]; } else{ [windValueLabel setText:[NSString stringWithFormat:@"%.2f mph", aFloat / 1.6]]; temperatureLabel.text = [NSString stringWithFormat:@"%@", temperature]; } When u start the app, its working and showing temperature in fahrenheit, but crashes at celsius man... is that the current conversion. help me out guys

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  • How to calculate end-point at a given center plus an radius and angle?

    - by mystify
    I'm trying to do some basic quartz core drawing with arcs, but have an F in math ;-) I have a point: CGPoint center = CGPointMake(100.0f, 100.0f); CGFloat radius = 50.0f; CGFloat startAngle = 20.0f / 180.0f * M_PI; CGFloat endAngle = 150.0f / 180.0f * M_PI; CGContextAddArc(c, center.x, center.y, radius, startAngle, endAngle, 0); Now I want to draw a little dot on the middle of the arc. I mean, not the center point, but the little curve (arc) which is made up between the angles 20-150 degrees. I looked into quartz but unfortunately, there seems no helper function to calculate this. Probably some hardcore trigonometric logic with atan and stuff of this kind needed?

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  • UIAccelerometer Detecting angle Problem

    - by mactalent
    Hello All, How to detect the iPhone angle? I mean that when iPhone is straight (i.e) HomeButton is in bottom part, so how to detect 90 Degree from UIAccelerometer Method. CGFloat RadiansToDegrees(CGFloat radians) {return radians * 180/M_PI;}; i try RadiansToDegrees(atan2(acceleration.y, acceleration.x)) but it gives -90 degree angle any helpwould be appreciated.

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  • How to scroll table view with toolbar at the top of the view

    - by Jakub
    Hello, I have a view with a toolbar at the top and a table view with text fields in it's cells. When I want to edit the text fields placed in the bottom of the table view the keyboard is hiding the text field being edited (as the table view is not scrolled up). I tried to implement http://cocoawithlove.com/2008/10/sliding-uitextfields-around-to-avoid.html but this makes my whole view move up (the toolbar and the table view) while I would like to have the toobar at the top of the view for the whole time. I modified the mentioned code to something like this: - (void)textFieldDidBeginEditing:(UITextField *)textField { CGRect textFieldRect = [tableView.window convertRect:textField.bounds fromView:textField]; CGRect viewRect = [tableView.window convertRect:tmpTableView.bounds fromView:tableView]; CGFloat midline = textFieldRect.origin.y + 0.5 * textFieldRect.size.height; CGFloat numerator = midline - viewRect.origin.y - MINIMUM_SCROLL_FRACTION * viewRect.size.height; CGFloat denominator = (MAXIMUM_SCROLL_FRACTION - MINIMUM_SCROLL_FRACTION) * viewRect.size.height; CGFloat heightFraction = numerator / denominator; if (heightFraction < 0.0) { heightFraction = 0.0; } else if (heightFraction > 1.0) { heightFraction = 1.0; } UIInterfaceOrientation orientation = [[UIApplication sharedApplication] statusBarOrientation]; if (orientation == UIInterfaceOrientationPortrait || orientation == UIInterfaceOrientationPortraitUpsideDown) { animatedDistance = floor(PORTRAIT_KEYBOARD_HEIGHT * heightFraction); } else { animatedDistance = floor(LANDSCAPE_KEYBOARD_HEIGHT * heightFraction); } CGRect viewFrame = tableView.frame; viewFrame.origin.y -= animatedDistance; [UIView beginAnimations:nil context:NULL]; [UIView setAnimationBeginsFromCurrentState:YES]; [UIView setAnimationDuration:KEYBOARD_ANIMATION_DURATION]; [tableView setFrame:viewFrame]; [UIView commitAnimations]; } and - (void)textFieldDidEndEditing:(UITextField *)textField { CGRect viewFrame = tableView.frame; viewFrame.origin.y += animatedDistance; [UIView beginAnimations:nil context:NULL]; [UIView setAnimationBeginsFromCurrentState:YES]; [UIView setAnimationDuration:KEYBOARD_ANIMATION_DURATION]; [tableView setFrame:viewFrame]; [UIView commitAnimations]; } This made my toolbar stay at the top, but unfortunately the table view overlays the toolbar and the toolbar is not visible. Any ideas how to solve this?

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  • UIScrollView does not scroll

    - by Preston Cheung
    I got a problem about UIScrollView. I am making a custom view which inherits UIView. The view has a UIScrollView on which there are lots of buttons which should scroll left and right. The UIScrollView and buttons can show normally. But I cannot scroll the buttons. Could someone give me some suggestions? Thanks a lot! MZMPhotoCalenderSwitcher.h #import <UIKit/UIKit.h> @interface MZMPhotoCalenderSwitcher : UIView <UIScrollViewDelegate> @property (strong, nonatomic) UIScrollView *topSwitcher; @end MZMPhotoCalenderSwitcher.m - (void)viewDidLoad { [super viewDidLoad]; // Do any additional setup after loading the view. self.topSwitcher = [[UIScrollView alloc] initWithFrame:CGRectMake(0, LABEL_HEIGHT + VIEW_Y, self.view.bounds.size.width, TOP_SWITCHER_HEIGHT)]; self.topSwitcher.backgroundColor = [UIColor greenColor]; self.topSwitcher.pagingEnabled = YES; self.topSwitcher.showsHorizontalScrollIndicator = NO; self.topSwitcher.showsVerticalScrollIndicator = NO; [self add:3 ButtonsOnView:self.topSwitcher withButtonWidth:44.8f andHeight:20.0f]; } - (void)add:(int)num ButtonsOnView:(UIScrollView *)view withButtonWidth:(CGFloat)width andHeight:(CGFloat)height { CGFloat totalTopSwitcherWidth = num * width; [view setContentSize:CGSizeMake(totalTopSwitcherWidth, view.bounds.size.height)]; CGFloat xOffset = 0.0f; for (int i=1; i<=num; i++) { UIButton *button = [UIButton buttonWithType:UIButtonTypeRoundedRect]; [button setFrame:CGRectMake(xOffset, 0, width, height)]; xOffset += width; [button setTitle:[NSString stringWithFormat:@"%d", i] forState:UIControlStateNormal]; button.titleLabel.font = [UIFont systemFontOfSize:10]; [button setTitleColor:[UIColor blueColor] forState:UIControlStateNormal]; [button setTitleColor:[UIColor blackColor] forState:UIControlStateSelected]; [button setTag:i]; [button addTarget:self action:@selector(buttonEvent) forControlEvents:UIControlEventTouchUpInside]; if (i % 2 == 0) [button setBackgroundColor:[UIColor yellowColor]]; else [button setBackgroundColor:[UIColor redColor]]; [view addSubview:button]; } }

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  • UIImage resize (Scale proportion)

    - by Mustafa
    The following piece of code is resizing the image perfectly, but the problem is that it messes up the aspect ratio (resulting in a skewed image). Any pointers? // Change image resolution (auto-resize to fit) + (UIImage *)scaleImage:(UIImage*)image toResolution:(int)resolution { CGImageRef imgRef = [image CGImage]; CGFloat width = CGImageGetWidth(imgRef); CGFloat height = CGImageGetHeight(imgRef); CGRect bounds = CGRectMake(0, 0, width, height); //if already at the minimum resolution, return the orginal image, otherwise scale if (width <= resolution && height <= resolution) { return image; } else { CGFloat ratio = width/height; if (ratio > 1) { bounds.size.width = resolution; bounds.size.height = bounds.size.width / ratio; } else { bounds.size.height = resolution; bounds.size.width = bounds.size.height * ratio; } } UIGraphicsBeginImageContext(bounds.size); [image drawInRect:CGRectMake(0.0, 0.0, bounds.size.width, bounds.size.height)]; UIImage *imageCopy = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); return imageCopy; }

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  • Unrecognised selector sent to instance uitableview

    - by ct2k7
    I'm getting error: Unrecognised selector sent to instance, upon inspection, I see there is an issue in this section of code, and more specifically: [self.tableView insertSubview:ovController.view aboveSubview:self.parentViewController.view]; - (void) searchBarTextDidBeginEditing:(UISearchBar *)theSearchBar { if(searching) return; //Add the overlay view. ovController = [[OverlayViewController alloc] initWithNibName:@"OverlayView" bundle:[NSBundle mainBundle]]; CGFloat yaxis = self.navigationController.navigationBar.frame.size.height; CGFloat width = self.view.frame.size.width; CGFloat height = self.view.frame.size.height; //Parameters x = origion on x-axis, y = origon on y-axis. CGRect frame = CGRectMake(0, yaxis, width, height); ovController.view.frame = frame; ovController.view.backgroundColor = [UIColor grayColor]; ovController.view.alpha = 0.5; ovController.rvController = self; [self.tableView insertSubview:ovController.view aboveSubview:self.parentViewController.view]; searching = YES; letUserSelectRow = NO; //self.tableView.scrollEnabled = NO; } Looks like there's an issue with tableview?

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  • UITableView with dynamic cell heights -- what do I need to do to fix scrolling down?

    - by Ian Terrell
    I am building a teensy tiny little Twitter client on the iPhone. Naturally, I'm displaying the tweets in a UITableView, and they are of course of varying lengths. I'm dynamically changing the height of the cell based on the text quite fine: - (CGFloat)heightForTweetCellWithString:(NSString *)text { CGFloat height = Buffer + [text sizeWithFont:Font constrainedToSize:Size lineBreakMode:LineBreakMode].height; return MAX(height, MinHeight); } - (CGFloat)tableView:(UITableView *)tableView heightForRowAtIndexPath:(NSIndexPath *)indexPath { NSString *text = // get tweet text for this indexpath return [self heightForTweetCellWithString:text]; } } I'm displaying the actual tweet cell using the algorithm in the PragProg book: - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"TweetCell"; TweetCell *cell = (TweetCell *)[tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [self createNewTweetCellFromNib]; } cell.tweet.text = // tweet text // set other labels, etc return cell; } When I boot up, all the tweets visible display just fine. However, when I scroll down, the tweets below are quite mussed up -- it appears that once a cell has scrolled off the screen, the cell height for the one above it gets resized to be larger than it should be, and obscures part of the cell below it. When the cell reaches the top of the view, it resets itself and renders properly. Scrolling up presents no difficulties. Here is a video that shows this in action: http://screencast.com/t/rqwD9tpdltd I've tried quite a bit already: resizing the cell's frame on creation, using different identifiers for cells with different heights (i.e. [NSString stringWithFormat:@"Identifier%d", rowHeight]), changing properties in Interface Builder... If there are additional code snippets I can post, please let me know. Thanks in advance for your help!

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  • show image in a CGContextRef

    - by Ishu
    What i am doing, i downloded a code from calender now i want to show images on its tiles(for date). What i am trying shows in code - (void)drawTextInContext:(CGContextRef)ctx { CGContextSaveGState(ctx); CGFloat width = self.bounds.size.width; CGFloat height = self.bounds.size.height; CGFloat numberFontSize = floorf(0.3f * width); CGContextSetFillColorWithColor(ctx, kDarkCharcoalColor); CGContextSetTextDrawingMode(ctx, kCGTextClip); for (NSInteger i = 0; i < [self.text length]; i++) { NSString *letter = [self.text substringWithRange:NSMakeRange(i, 1)]; CGSize letterSize = [letter sizeWithFont:[UIFont boldSystemFontOfSize:numberFontSize]]; CGContextSaveGState(ctx); // I will need to undo this clip after the letter's gradient has been drawn [letter drawAtPoint:CGPointMake(4.0f+(letterSize.width*i), 0.0f) withFont:[UIFont boldSystemFontOfSize:numberFontSize]]; if ([self.date isToday]) { CGContextSetFillColorWithColor(ctx, kWhiteColor); CGContextFillRect(ctx, self.bounds); } else { // CGContextDrawLinearGradient(ctx, TextFillGradient, CGPointMake(0,0), CGPointMake(0, height/3), kCGGradientDrawsAfterEndLocation); CGDataProviderRef dataProvider = CGDataProviderCreateWithFilename("left-arrow.png"); CGImageRef image = CGImageCreateWithPNGDataProvider(dataProvider, NULL, NO, kCGRenderingIntentDefault); //UIImage* image = [UIImage imageNamed:@"left-arrow.png"]; //CGImageRef imageRef = image.CGImage; CGContextDrawImage(ctx, CGRectMake(8.0f+(letterSize.width*i), 0.0f, 5, 5), image); //im.image=[UIImage imageNamed:@"left-arrow.png"]; } CGContextRestoreGState(ctx); // get rid of the clip for the current letter } CGContextRestoreGState(ctx); } In else condition i want to show images on the tile so for that i am converting image objects in the CGContextDrawImage. Please help me. I am not sure this would be done in same manner or in other manner please suggest your way to do this. Thanx a lot.

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