How do I make spacing around NSTextAttachments like in the example below?
In the example No spacing is the default behaviour I get when I append a NSTextAttachment to a NSAttributedString.
This worked for me in Swift
public extension NSMutableAttributedString {
func appendSpacing( points : Float ){
// zeroWidthSpace is 200B
let spacing = NSAttributedString(string: "\u{200B}", attributes:[ NSAttributedString.Key.kern: points])
append(spacing)
}
}
The above answers no longer worked for me under iOS 15. So I ended up creating and adding an empty "padding" attachment in between the image attachment and attributed text
let padding = NSTextAttachment()
//Use a height of 0 and width of the padding you want
padding.bounds = CGRect(width: 5, height: 0)
let attachment = NSTextAttachment(image: image)
let attachString = NSAttributedString(attachment: attachment)
//Insert the padding at the front
myAttributedString.insert(NSAttributedString(attachment: padding), at: 0)
//Insert the image before the padding
myAttributedString.insert(attachString, at: 0)
NSMutableAttributedString *attributedText = [[NSMutableAttributedString alloc] init];
// append NSTextAttachments instance to attributedText...
// then add non-printable string with NSKernAttributeName attributes
unichar c[] = { NSAttachmentCharacter };
NSString *nonprintableString = [NSString stringWithCharacters:c length:1];
NSAttributedString *spacing = [[NSAttributedString alloc] initWithString:nonprintableString attributes:#{
NSKernAttributeName : #(4) // spacing in points
}];
[attributedText appendAttributedString:spacing];
// finally add other text...
Add spacing to image(For iOS 15).
extension UIImage {
func imageWithSpacing(insets: UIEdgeInsets) -> UIImage? {
UIGraphicsBeginImageContextWithOptions(
CGSize(width: self.size.width + insets.left + insets.right,
height: self.size.height + insets.top + insets.bottom), false, self.scale)
UIGraphicsGetCurrentContext()
let origin = CGPoint(x: insets.left, y: insets.top)
self.draw(at: origin)
let imageWithInsets = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return imageWithInsets
}
}
This extension makes it easy to add the space you need. It also works on iOS 16.
extension NSMutableAttributedString {
func appendSpace(_ width: Double) {
let space = NSTextAttachment()
space.bounds = CGRect(x:0, y: 0, width: width, height: 0)
append(NSAttributedString(attachment: space))
}
}
// usages
let example = NSMutableAttributedString()
example.appendSpace(42)
...
Related
Error: Cannot use instance member 'makeRandomImage' within property initializer; property initializers run before 'self' is available
I am trying to create "cgImage" with "makeRandomImage(width: 1024, height: 1024)!" but for some reason there is an error. I am converting a ciImage to a uiImage for my image classifier, but it won't let me add it inside the function parameters.
import SwiftUI
import Accelerate
class ImageClassifier: ObservableObject {
#Published private var classifier = Classifier()
var imageClass: String? {
classifier.results
}
func makeRandomImage(width: Int, height: Int) -> CGImage? {
let imageFormat = vImage_CGImageFormat(
bitsPerComponent: 8,
bitsPerPixel: 8 * 3,
colorSpace: CGColorSpaceCreateDeviceRGB(),
bitmapInfo: CGBitmapInfo(rawValue: CGImageAlphaInfo.none.rawValue))!
let arrayDescriptor = BNNSNDArrayDescriptor.allocate(
randomIn: Pixel_8(0) ... 255,
shape: .matrixRowMajor(width * imageFormat.componentCount,
height))
let imageBuffer = vImage_Buffer(data: arrayDescriptor.data,
height: vImagePixelCount(height),
width: vImagePixelCount(width),
rowBytes: width)
return try? imageBuffer.createCGImage(format: imageFormat)
}
let cgImage = makeRandomImage(width: 1024,
height: 1024)!
let uiImage = UIImage(cgImage: cgImage)
// MARK: Intent(s)
func detect(uiImage: uiImage) {
guard let ciImage = CIImage (image: uiImage) else { return }
classifier.detect(ciImage: ciImage)
}
}
As the error suggests, you can't call functions on self during the initialization stage of a struct or class.
Luckily, since your makeRandomImage function doesn't make use of any other properties from the struct, it could easily be made static, which can be accessed during init.
Secondly, you'll run into the same issue with your uiImage variable, which you can make into a computed property:
static func makeRandomImage(width: Int, height: Int) -> CGImage? {
let imageFormat = vImage_CGImageFormat(
bitsPerComponent: 8,
bitsPerPixel: 8 * 3,
colorSpace: CGColorSpaceCreateDeviceRGB(),
bitmapInfo: CGBitmapInfo(rawValue: CGImageAlphaInfo.none.rawValue))!
let arrayDescriptor = BNNSNDArrayDescriptor.allocate(
randomIn: Pixel_8(0) ... 255,
shape: .matrixRowMajor(width * imageFormat.componentCount,
height))
let imageBuffer = vImage_Buffer(data: arrayDescriptor.data,
height: vImagePixelCount(height),
width: vImagePixelCount(width),
rowBytes: width)
return try? imageBuffer.createCGImage(format: imageFormat)
}
let cgImage = Self.makeRandomImage(width: 1024,
height: 1024)!
var uiImage: UIImage { UIImage(cgImage: cgImage) }
All that being said, this is a pretty expensive thing to run on a SwiftUI View init, which should be a very inexpensive operation.
You should consider running this in something like onAppear or task instead.
I have a simple game in which players get three rounds to achieve the highest score . The gameScene exists inside a SwiftUI View and is created like this:
var gameScene: SKScene {
let scene = NyonindoGameScene(
size: CGSize(
width: UIScreen.main.bounds.width,
height: UIScreen.main.bounds.height
)
)
scene.viewModel = self.viewModel
scene.scaleMode = .aspectFill
return scene
}
It is called from the body of the view (inside a GeometryReader inside a ZStack) using SpriteView(). The code was working great until I tested on a new iPhone 13, which gave me all kinds of quirky and unexpected behaviors. I won't elaborate on them now as I have fixed most, but I am still left with a "phantom" start button. It is designed to display different text depending on the round being played (viz.: "Start," "Try Again," "Last Chance") using a var that is accurately counting rounds. However, I get this at the end of the first round:
When this Frankenstein button gets tapped, the new round begins. HOWEVER, SKPhysicsContactDelegate didBegin(_:) does not get called and collisions are ignored. (In my general bafflement here, I don't know if this is a separate issue or one that will go away when I solve the overlapping button problem.)
In any case, here is the relevant code for the startButton:
func addStartButton(text: String) {
startButton.removeFromParent() // added as one of many failed remedies
let startButtonLabel = SKLabelNode(text: text)
startButtonLabel.fontName = SKFont.bold
startButtonLabel.fontSize = 40.0
startButtonLabel.fontColor = UIColor.white
startButtonLabel.position = CGPoint(x: 0, y: -12)
startButton.position = CGPoint(x:self.frame.midX, y:self.frame.midY)
startButton.zPosition = 3
startButton.addChild(startButtonLabel)
addChild(startButton)
}
The initial start button is called like this in didMove(to view: SKView):
if attempts == 0 {
addStartButton(text: "Start")
}
And the buttons for the second and third round are called inside a gameOver() function like this:
if attempts == 1 {
startButton.removeFromParent() // again, this is overkill as it gets removed before this...
let text: String = "Try Again!"
addStartButton(text: text)
}
if attempts == 2 {
startButton.removeFromParent()
let text: String = "Last Chance!"
addStartButton(text: text)
}
I originally had a switch statement instead of the two if statements, but that generated the same problem. Print statements to the console suggest that only one button is being called for each round, but the results suggest something different.
Any clues? (Apologies if I haven't provided enough code for an assessment.)
why are you removing the button? change it's label:
class TTESTGameScene: SKScene {
var allBoxes: [SKSpriteNode] = []
var startButton: SKShapeNode = SKShapeNode(rect: CGRect(x: 0, y: 0, width: 200, height: 43), cornerRadius: 20)
override func didMove(to view: SKView) {
physicsBody = SKPhysicsBody(edgeLoopFrom: frame)
view.allowsTransparency = true
self.backgroundColor = .clear
view.alpha = 1.0
view.isOpaque = true
view.backgroundColor = SKColor.clear.withAlphaComponent(0.0)
let nextButton = SKShapeNode(rect: CGRect(x: 0, y: view.frame.maxY - 40, width: 66, height: 33), cornerRadius: 20)
nextButton.fillColor = .yellow
nextButton.name = "nextButton"
let nextLabel = SKLabelNode(text: "")
nextLabel.fontSize = 40.0
nextLabel.fontColor = UIColor.white
nextLabel.position = CGPoint(x: 0, y: -12)
nextButton.addChild(nextLabel)
addChild(nextButton)
startButton.fillColor = .red
startButton.name = "startButton"
let startButtonLabel = SKLabelNode(text: "000")
startButtonLabel.fontSize = 30.0
startButtonLabel.fontColor = UIColor.white
startButtonLabel.horizontalAlignmentMode = .center
startButtonLabel.position = CGPoint(x: startButton.frame.size.width/2, y: 10)
startButtonLabel.name = "startButtonLabel"
startButton.position = CGPoint(x:self.frame.midX - startButton.frame.size.width/2, y:self.frame.midY)
startButton.zPosition = 3
startButton.addChild(startButtonLabel)
addChild(startButton)
}
var attempts: Int = 0
func nextLevel() {
//startButton.removeFromParent() // added as one of many failed remedies
var text = ""
if attempts == 0 {
text = "Start"
}
else if attempts == 1 {
text = "Try Again!"
}
else if attempts == 2 {
text = "Last Chance!"
}
if let label = startButton.childNode(withName: "//startButtonLabel") as? SKLabelNode {
label.text = text
attempts += 1
attempts = attempts > 2 ? 0:attempts
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
let location = touch.location(in: self.view)
let sceneTouchPoint = self.convertPoint(fromView: location)
let touchedNode = self.atPoint(sceneTouchPoint)
print(touchedNode.name)
if touchedNode.name == "nextButton" {
nextLevel()
}
}
}
// A sample SwiftUI creating a GameScene and sizing it
// at 300x400 points
struct TTESTContentView: View {
var scene: SKScene {
let scene = TTESTGameScene()
scene.size = CGSize(width: 300, height: 400)
scene.scaleMode = .aspectFill
return scene
}
var body: some View {
SpriteView(scene: scene)
.frame(width: 300, height: 400)
//.ignoresSafeArea()
}
}
struct ContentViewTest_Previews: PreviewProvider {
static var previews: some View {
TTESTContentView()
}
}
I want to reuse the code for all the text field in my screen there is the function i have written for a single textfield out of all how do I apply it to all the text field how to customise it so that only single code will work for all: code is Here:
func textfieldborder()
{
let border = CALayer()
let width = CGFloat(1.0)
border.borderColor = UIColor.darkGray.cgColor
border.frame = CGRect(x: CGFloat(0), y: textname.frame.size.height - width, width: textname.frame.size.width, height: textname.frame.size.height)
border.borderWidth = width
textname.layer.addSublayer(border)
textname.layer.masksToBounds = true
}
You should make your function accept a parameter of type UITextField.
func textfieldborder(_ textField: UITextField) {
let border = CALayer()
let width = CGFloat(1.0)
border.borderColor = UIColor.darkGray.cgColor
border.frame = CGRect(x: CGFloat(0), y: textField.frame.size.height - width, width: textField.frame.size.width, height: textField.frame.size.height)
border.borderWidth = width
textField.layer.addSublayer(border) // note that you are setting properties of textField the parameter now!
textField.layer.masksToBounds = true
}
You can call this method on all the text fields you want a border on:
textfieldBorder(textname)
textfieldBorder(textFoo)
textfieldBorder(textBar)
I followed below code and it is not at all showing the image. what would be the wrong here? I was trying to debug newimage shows nil.
I was unable to resolve it.
func textOnImage(text: NSString, atPoint: CGPoint,capturedImage:UIImage?) -> UIImage? {
if let capturedImage = capturedImage {
// Setup the font specific variables
let textColor = UIColor.white
let textFont = UIFont(name: "Helvetica", size: 14)!
// Setup the image context using the passed image
let scale = UIScreen.main.scale
UIGraphicsBeginImageContextWithOptions(capturedImage.size, false, scale)
// Setup the font attributes that will be later used to dictate how the text should be drawn
let textFontAttributes = [
NSFontAttributeName: textFont,
NSForegroundColorAttributeName: textColor,
] as [String : Any]
// Create a point within the space that is as bit as the image
let rect = CGRect(x: atPoint.x, y: atPoint.y, width: capturedImage.size.width, height: capturedImage.size.height)
// Draw the text into an image
text.draw(in: rect, withAttributes: textFontAttributes)
// Create a new image out of the images we have created
let newImage = UIGraphicsGetImageFromCurrentImageContext()
// End the context now that we have the image we need
UIGraphicsEndImageContext()
//Pass the image back up to the caller
return newImage!
}
return nil
}
Include below line
capturedImage.draw(in: CGRect(x: 0, y: 0, width: capturedImage.size.width, height:capturedImage.size.height))
so your method looks like
func textOnImage(text: NSString, atPoint: CGPoint,capturedImage:UIImage?) -> UIImage?{
if let capturedImage = capturedImage{
// Setup the font specific variables
let textColor = UIColor.white
let textFont = UIFont(name: "Helvetica", size: 14)!
// Setup the image context using the passed image
let scale = UIScreen.main.scale
UIGraphicsBeginImageContextWithOptions(capturedImage.size, false, scale)
// Setup the font attributes that will be later used to dictate how the text should be drawn
let textFontAttributes = [
NSFontAttributeName: textFont,
NSForegroundColorAttributeName: textColor,
] as [String : Any]
capturedImage.draw(in: CGRect(x: 0, y: 0, width: capturedImage.size.width, height:capturedImage.size.height))
// Create a point within the space that is as bit as the image
let rect = CGRect(x: atPoint.x, y: atPoint.y, width: capturedImage.size.width, height: capturedImage.size.height)
// Draw the text into an image
text.draw(in: rect, withAttributes: textFontAttributes)
// Create a new image out of the images we have created
let newImage = UIGraphicsGetImageFromCurrentImageContext()
// End the context now that we have the image we need
UIGraphicsEndImageContext()
//Pass the image back up to the caller
return newImage!
}
return nil
}
}
I have the following view in IB (Using Swift 3)
The green UIImageView is nested inside a UIView.
When I press begin, I'd ike to draw a line, indication the sound level currently beeing recorded.
I'm very new to Core Graphics, and have found the following code in SO that explains how to draw on a UYIImageView.
func drawLine(from fromPoint: CGPoint, to toPoint: CGPoint) {
UIGraphicsBeginImageContextWithOptions(view.bounds.size, false, 0)
plotArea.image?.draw(in: view.bounds)
let context = UIGraphicsGetCurrentContext()
context?.move(to: fromPoint)
context?.addLine(to: toPoint)
context?.setLineCap(CGLineCap.round)
context?.setLineWidth(brushWidth)
context?.setStrokeColor(red: red, green: green, blue: blue, alpha: 1.0)
context?.setBlendMode(CGBlendMode.normal)
context?.strokePath()
plotArea.image = UIGraphicsGetImageFromCurrentImageContext()
plotArea.alpha = opacity
UIGraphicsEndImageContext()
}
This draws a nice line, when called, inside the green UIImageView (called plotArea). What I want to happen is that the line draws on top of the UIView (called rangeView) (indicating to the user, that when the line is over the green imageview, he's at the correct level)
Can anyone point me towards refactoring my drawLine function to draw on the UIView in stead of the UIImageView
When I solve that, I will also need for the line to be drawn continuously - meaning that when it reaches 2/3 of the view, it should continue drawing at that fixed x coordinate, and disappear to the left (like a rolling line)
Right now I'm calling the drawLine func every 0.1 seconds with this function:
func animatePin() {
let viewHeight = self.rangeView.frame.height
let ypos = viewHeight/maxDb*CGFloat(self.calculateLevel())
let p = CGPoint(x:self.lastPoint.x+10, y: ypos)
self.drawLine(from: self.lastPoint, to: p)
self.lastPoint = p
}
EDIT: Solved the first part, by calling this method in stead:
func drawLineFromPoint(start : CGPoint, toPoint end:CGPoint, ofColor lineColor: UIColor, inView view:UIView) {
let path = UIBezierPath()
path.move(to: start)
path.addLine(to: end)
let shapeLayer = CAShapeLayer()
shapeLayer.path = path.cgPath
shapeLayer.strokeColor = lineColor.cgColor
shapeLayer.lineWidth = 1.0
view.layer.addSublayer(shapeLayer)
}
EDIT2 - Managed to get the line "rolling" by refactoring the function to
func drawLineFromPoint(start : CGPoint, toPoint end:CGPoint, ofColor lineColor: UIColor, inView view:UIView) {
let path = UIBezierPath()
path.move(to: start)
path.addLine(to: end)
let shapeLayer = CAShapeLayer()
shapeLayer.path = path.cgPath
shapeLayer.strokeColor = lineColor.cgColor
shapeLayer.lineWidth = 1.0
if(end.x > view.frame.width*0.95){
let newRect = CGRect(x: view.frame.origin.x-10, y: view.frame.origin.y, width: view.frame.width+10, height: view.frame.height)
view.frame = newRect
}
if(start != CGPoint.zero){
view.layer.addSublayer(shapeLayer)
}
}
Function to draw the line:
func drawLineFromPoint(start : CGPoint, toPoint end:CGPoint, ofColor lineColor: UIColor, inView view:UIView) {
//create a path
let path = UIBezierPath()
path.move(to: start)
path.addLine(to: end)
//create a shape, and add the path to it
let shapeLayer = CAShapeLayer()
shapeLayer.path = path.cgPath
shapeLayer.strokeColor = lineColor.cgColor
shapeLayer.lineWidth = 1.0
//if we are at the end of the view, move the view left by 10, and add the 10 to the right, making it roll
if(end.x > view.frame.width*0.95){
let newRect = CGRect(x: view.frame.origin.x-10, y: view.frame.origin.y, width: view.frame.width+10, height: view.frame.height)
view.frame = newRect
}
//wait till there iss data to show, so we don't get a huge spike from 0.0
if(start != CGPoint.zero){
view.layer.addSublayer(shapeLayer)
}
}