Showing posts with label UIKit. Show all posts
Showing posts with label UIKit. Show all posts

Saturday, 30 July 2016

Drawing on iOS



Drawing with Quartz and UIKit:

Quartz is the native drawing technology in iOS. Core Graphics framework is at the heart of Quartz and is the primary interface use for drawing content. Quartz 2D is a two-dimensional drawing engine which is use of such as path based drawing,  painting with transparency, shading, drawing shadows, transparency layers, color management, anti aliased rendering, PDF documents generation, and PDF metadata access.

Configuring the Graphics Context:
View object create a graphics context and sets it as the current context. This context exists only for the the lifetime of the drawRect: call. For retrieve a pointer to this graphics context we can call UIGraphicsGetCurrentContext function. This function returns a reference to a CGContextRef type, which pass to core graphics function to modify the current graphics state. The graphics context contains a stack for save graphics states. When Quartz creates a graphics context, the stack is empty. Using CGContextSaveState function pushes a copy of the current graphics state onto the stack. Modification make to graphics state affect subsequent drawing operations but do not affect the copy stored on the slack.with done of modification we can return to the previous graphics state by popping the saved state off the top of the stack using the CGContextRestoreGState function. Pushing and popping graphics states in this manner is a fast way to return to a previous state.For Details Click here


Drawing:
//Draw a line
In order to draw graphics on the view it is necessary to subclass to create a subclass of UIView and override the drawRect: method.

Lets subclass a UIView(named LineView)

Now override drawRect: method

- (void)drawRect:(CGRect)rect {
    // Drawing code
    CGContextRef context = UIGraphicsGetCurrentContext(); //Get current graphics context
    CGContextSaveGState(context); //Save current context
    CGContextSetLineWidth(context, lineWidth); // set stroke width of line
    CGContextSetStrokeColorWithColor(context, [[UIColor redColor] CGColor]); //set stroke color
    CGContextMoveToPoint(context, 10,  10); // It is the first point of line
    CGContextAddLineToPoint(context, self.bounds.size.width - 10, 10); // set another point of line
    CGContextStrokePath(context); // stroke line
    CGContextRestoreGState(context);
}
Import newly added subclass to ViewController and add as a subview to the ViewController's view.


//Draw a Rectangle
subclass a UIView(named LineView)
and override drawRect: method

- (void)drawRect:(CGRect)rect {
    // Drawing code
    CGContextRef context = UIGraphicsGetCurrentContext();
    CGContextSaveGState(context);
    CGContextSetLineWidth(context, lineWidth);
    CGContextSetStrokeColorWithColor(context, [[UIColor redColor] CGColor]);
    CGContextMoveToPoint(context, 10,  10); // start point
    CGContextAddLineToPoint(context, self.bounds.size.width - 10, 10);
    CGContextAddLineToPoint(context, self.bounds.size.width - 10, self.bounds.size.height - 10);
    CGContextAddLineToPoint(context,  10, self.bounds.size.height - 10);
    CGContextAddLineToPoint(context, 10, 10);
    CGContextStrokePath(context);
   CGContextRestoreGState(context);
}

Saturday, 16 July 2016

Custom Input View For System Keyboard



ios allows apps to display custom input views for the system keyboard. It also enables apps to have an accessory view above the system keyboard or custom input view. Additionally, it enables apps to play key-click sounds when users tap on a controls of an input view or input accessory view.
We can display UIPicker, Color Picker and any other custom view instead of system keyboard. I am going to display a UIPickerView for a keyboard.

Here a sample code for display custom input view for the system keyboard.

First create a sub class of UIView, (named "CustomFontSelectionView").

#import <UIKit/UIKit.h>
@interface CustomFontSelectionView : UIView

#import "CustomFontSelectionView.h"
@implementation CustomFontSelectionView


 Now add a UIPicker of Subview, 
 first declare a instance of UIPicker class in file CustomFontSelectionView.h  file
 and a Array  for containing all objects.

@interface CustomFontSelectionView : UIView<UIPickerViewDelegate, UIPickerViewDataSource>
{
    UIPickerView *pickerView;
    NSArray *fontListArray;
}


add below code in  CustomFontSelectionView.m

-(instancetype) initWithFrame:(CGRect)frame{
    self = [super initWithFrame:frame];
    if (self) {
        [self initialize];
    }
    return self;
}
-(void) initialize{
    fontListArray = @[[NSNumber numberWithInteger:10],[NSNumber numberWithInteger:11],[NSNumber numberWithInteger:12],[NSNumber numberWithInteger:13],[NSNumber numberWithInteger:14],[NSNumber numberWithInteger:15],[NSNumber numberWithInteger:16],[NSNumber numberWithInteger:17],[NSNumber numberWithInteger:18],[NSNumber numberWithInteger:19],[NSNumber numberWithInteger:20],[NSNumber numberWithInteger:21],[NSNumber numberWithInteger:22],[NSNumber numberWithInteger:23],[NSNumber numberWithInteger:24],[NSNumber numberWithInteger:25]];
    pickerView = [[UIPickerView alloc] initWithFrame:CGRectMake(0, 0, self.frame.size.width, self.frame.size.height)];
    pickerView.delegate = self;
    pickerView.dataSource = self;
    [self addSubview
:pickerView];
}

#pragma mark -
#pragma mark Picker View DataSource
-(NSInteger) pickerView:(UIPickerView *)pickerView numberOfRowsInComponent:(NSInteger)component{
    return fontListArray.count;
}
- (NSInteger)numberOfComponentsInPickerView:(UIPickerView *)pickerView{
    return 1;
}
#pragma mark Picker View Delegate
- (NSString *)pickerView:(UIPickerView *)pickerView titleForRow:(NSInteger)row forComponent:(NSInteger)component{
    return [NSString stringWithFormat:@"%@",[fontListArray objectAtIndex:row]];
}
- (void)pickerView:(UIPickerView *)pickerView didSelectRow:(NSInteger)row inComponent:(NSInteger)component{
    //send delegate to update text with selected font size
    if (self.fontDelegate && [self.fontDelegate respondsToSelector:@selector(didSelectFontSize:)]) {
        [self.fontDelegate didSelectFontSize:[fontListArray objectAtIndex:row]];
    }
} 




Now import Newly created Class to ViewController class
#import "CustomFontSelectionView.h"

and declare a instance variable for Class object
CustomFontSelectionView *customFontSelectionView; (a variable or instance always declare inside Interface Section)

Now go to ViewController and add a UITextField(either by code or by Xib, we can use any way).
and declare a instance of UITextField inside ViewController.h class.
In case of adding a UITextField using Xib connect IBoutlet with declared UITextField.


Add UITextField by code 
Declare a UItextField instance in ".h" file (named textField).
  
@property (nonatomic, strong)  UITextField *textField;

In ViewController.h
 Add following  code to ".m" file
Inside viewDidload method add code for display  Custom view.
self.textField = [[UITextFiled alloc]initWithFrame:CGRectMake(0, 0, self.view.bound.size.frame, 150)];
 [self.view addSubView: self.textField];

Now initialize Custom View

#pragma mark -
-(void) displayFontSelectionView{
    [self.textField resignFirstResponder];
    if (!customFontSelectionView) {
        customFontSelectionView = [[CustomFontSelectionView alloc] initWithFrame:CGRectMake(0, 0, self.view.bounds.size.width, height)];
    }
    customFontSelectionView.fontDelegate = self;
    self.textField.inputView = customFontSelectionView;
    [self.textField becomeFirstResponder];
}


Add following piece of code just below  " [self.view addSubView: self.textField];"

self.textField.inputView = customColorSelectionView;

We can also add a Input Accessory view with a keyboard(Appear just above keyboard) in the same way
Add a UIToolbar either using Xib or code and add as a input accessory view.

self.textField..inputAccessoryView = self.toolBar; 


Click here for complete project.