<原>第五章-CoreText-学习笔记1

转载请著名作者 以及出处

首先说一下实现的原理,  首先当手指开始触摸屏幕  以及滑动的时候,  效果与画矩形框是一样的 因此  此时的代码也机会没有区别,

当手指松开后   在当前的矩形框处创建一个临时的textView ,并且背景变为灰色,textView    编辑结束, 在textView的  完成委托方法中    去掉灰色的背景  去掉临时的textView    在相同的位置上 利用coreText   显示出刚才编辑的内容

首先 手指触摸 会调用到

TextTool.m

- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
  UIView *touchedView = [delegate viewForUseWithTool:self];
 //注意下面这句代码
  [touchedView endEditing:YES];
  // we only track one touch at a time for this tool.
  UITouch *touch = [[event allTouches] anyObject];
  // remember the touch, and its original start point, for future
  [trackingTouches addObject:touch];
  CGPoint location = [touch locationInView:touchedView];
  [startPoints addObject:[NSValue valueWithCGPoint:location]];
}

 代码  除了注释的那一句 基本上与前面的矩形  是相同的  纪录下来  UITouch 的实例  以及 开始的点 

而注释那一句 得到的touchedView  就是dudelView 如果此处设置为yes   在textView 成为第一响应 弹出键盘后,我们可以直接触摸view  来取消TextView的第一响应状态

随着手指移动  不断调用到  touchMoved   但是 与前面矩形的实现一样 这里的touchMoved方法为空  画出临时矩形的实现代码在

drawTemporary 方法中

TextTool.m

- (void)drawTemporary {
  if (self.completedPath) {
    [delegate.strokeColor setStroke];
    [self.completedPath stroke];
  } else {
    UIView *touchedView = [delegate viewForUseWithTool:self];
    for (int i = 0; i<[trackingTouches count]; i++) {
      UITouch *touch = [trackingTouches objectAtIndex:i];
      CGPoint startPoint = [[startPoints objectAtIndex:i] CGPointValue];
      CGPoint endPoint = [touch locationInView:touchedView];
      CGRect rect = CGRectMake(startPoint.x, startPoint.y, endPoint.x - startPoint.x, endPoint.y - startPoint.y);
      UIBezierPath *path = [UIBezierPath bezierPathWithRect:rect];
      [delegate.strokeColor setStroke];
      [path stroke];
    }
  }
}

 completedPath是一个UIBezierPath  的实例, 在touchEnded方法中 将最终矩形的路径 设置到其中, 所以在手指抬起来以前  都只会进入到else分支, 根据 起点与当前手指触摸的点 描出一个矩形来

当手指抬起来后  进入touchEnded方法,而主要的实现代码就在这里面

TextTool.m

- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
  UIView *touchedView = [delegate viewForUseWithTool:self];
  for (UITouch *touch in [event allTouches]) {
    // make a rect from the start point to the current point
    NSUInteger touchIndex = [trackingTouches indexOfObject:touch];
    // only if we actually remember the start of this touch...
    if (touchIndex != NSNotFound) {
      CGPoint startPoint = [[startPoints objectAtIndex:touchIndex] CGPointValue];
      CGPoint endPoint = [touch locationInView:touchedView];
      [trackingTouches removeObjectAtIndex:touchIndex];
      [startPoints removeObjectAtIndex:touchIndex];
      
      // detect short taps that are too small to contain any text;
      // these are probably accidents
      if (distanceBetween(startPoint, endPoint) < 50.0) return;
      
      CGRect rect = CGRectMake(startPoint.x, startPoint.y, endPoint.x - startPoint.x, endPoint.y - startPoint.y);
      self.completedPath = [UIBezierPath bezierPathWithRect:rect];
      
      // draw a shaded area over the entire view, so that the user can
      // easily see where to focus their attention.
      UIView *backgroundShade = [[[UIView alloc] initWithFrame:touchedView.bounds] autorelease];
      backgroundShade.backgroundColor = [UIColor colorWithWhite:0.0 alpha:0.5];
      backgroundShade.tag = SHADE_TAG;
      backgroundShade.userInteractionEnabled = NO;
      [touchedView addSubview:backgroundShade];
      
      // now comes the fun part.  we make a temporary UITextView for the
      // actual text input.
      UITextView *textView = [[[UITextView alloc] initWithFrame:rect] autorelease];
      textView.font = delegate.font;
      [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(keyboardDidShow:) name:UIKeyboardDidShowNotification object:nil];
      [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(keyboardWillShow:) name:UIKeyboardWillShowNotification object:nil];
      [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(keyboardDidHide:) name:UIKeyboardDidHideNotification object:nil];
      [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(keyboardWillHide:) name:UIKeyboardWillHideNotification object:nil];
      
      // in case the chosen view is going to be below the keyboard, we need to
      // make an effort to determine how far the display area should slide when
      // the keyboard is going to be shown.
      //
      // keyboard heights:
      //
      // 352 landscape
      // 264 portrait
      CGFloat keyboardHeight = 0;
      UIInterfaceOrientation orientation = ((UIViewController*)delegate).interfaceOrientation;
      if (UIInterfaceOrientationIsPortrait(orientation)) {
        keyboardHeight = 264;
      } else {
        keyboardHeight = 352;
      }
      CGRect viewBounds = touchedView.bounds;
      CGFloat rectMaxY = rect.origin.y + rect.size.height;
      CGFloat availableHeight = viewBounds.size.height - keyboardHeight;
      if (rectMaxY > availableHeight) {
        // calculate a slide distance so that the dragged box is centered vertically
        viewSlideDistance = rectMaxY - availableHeight;
      } else {
        viewSlideDistance = 0;
      }
      
      textView.delegate = self;
      [touchedView addSubview:textView];
      textView.editable = NO;
      textView.editable = YES;
      [textView becomeFirstResponder];
    }
  }
}

 首先 得到起点,终点,然后清空数组

if (distanceBetween(startPoint, endPoint) < 50.0) return;  进行了一个判断,  防止用户画的矩形太小,影响输入文字,

如果大小没问题,接下来  便将最终的矩形路径  赋值到 self.completedPath    在退出此方法后 进入drawTemporary后就会进入if分支

接着画出 灰色的背景, 此处的设置透明度为0.5,  并且为背景view设置tag为SHADE_TAG  这个标记用来在以后 编辑完成的时候通过 viewWithTag方法 找到这个背景的实例  并且 移除它

接下来便开始创建textView   其frame就是 刚在最终得到的矩形路径的位置信息

接着注册了一些通知, 即在键盘弹出,或者落下的时候 调用的几个方法

下面的一部分代码实现的功能是   如果键盘弹出 可能会挡住 textView 判断 是否挡住了 如果挡住了 需要向上移动多少距离,并且将这个距离 赋值给全局的 变量viewSlideDistance  如果没有挡住 设置为0

最后将textView显示出来,并且通过[textView becomeFirstResponder];  在其刚显示的时候 马上成为第一响应者,弹出键盘

下面两个方法在键盘弹出之前以及落下之前,调用  移动视图,防止textView 被挡

- (void)keyboardWillShow:(NSNotification *)aNotification {	
  UIInterfaceOrientation orientation = ((UIViewController*)delegate).interfaceOrientation;
	[UIView beginAnimations:@"viewSlideUp" context:NULL];
  UIView *view = [delegate viewForUseWithTool:self];
  CGRect frame = [view frame];
  switch (orientation) {
    case UIInterfaceOrientationLandscapeLeft:
      frame.origin.x -= viewSlideDistance; 
      break;
    case UIInterfaceOrientationLandscapeRight:
      frame.origin.x += viewSlideDistance; 
      break;
    case UIInterfaceOrientationPortrait:
      frame.origin.y -= viewSlideDistance; 
      break;
    case UIInterfaceOrientationPortraitUpsideDown:
      frame.origin.y += viewSlideDistance; 
      break;
    default:
      break;
  }
  [view setFrame:frame];
	[UIView commitAnimations];
}
- (void)keyboardWillHide:(NSNotification *)aNotification {
  UIInterfaceOrientation orientation = ((UIViewController*)delegate).interfaceOrientation;
	[UIView beginAnimations:@"viewSlideDown" context:NULL];
  UIView *view = [delegate viewForUseWithTool:self];
  CGRect frame = [view frame];
  switch (orientation) {
    case UIInterfaceOrientationLandscapeLeft:
      frame.origin.x += viewSlideDistance; 
      break;
    case UIInterfaceOrientationLandscapeRight:
      frame.origin.x -= viewSlideDistance; 
      break;
    case UIInterfaceOrientationPortrait:
      frame.origin.y += viewSlideDistance; 
      break;
    case UIInterfaceOrientationPortraitUpsideDown:
      frame.origin.y -= viewSlideDistance; 
      break;
    default:
      break;
  }
  [view setFrame:frame];
	[UIView commitAnimations];
}

 

 

当我们编辑完了内容后  我们可以点击屏幕的其他地方(我们设置了[dudelView endEditing:YES])     或者点击键盘上的落下键盘按钮   这时 进入textView的  delegate

 

- (void)textViewDidEndEditing:(UITextView *)textView {
  //NSLog(@"textViewDidEndEditing");
  TextDrawingInfo *info = [TextDrawingInfo textDrawingInfoWithPath:completedPath text:textView.text strokeColor:delegate.strokeColor font:delegate.font];
  [delegate addDrawable:info];
  self.completedPath = nil;
  UIView *superView = [textView superview];
  [[superView viewWithTag:SHADE_TAG] removeFromSuperview];
  [textView resignFirstResponder];
  [textView removeFromSuperview];
  [[NSNotificationCenter defaultCenter] removeObserver:self];
}

 这里  用到了一个新类TextDrawingInfo  同上一章  的PathDrawingInfo  类似,都是 存放一个完整操作的  全部信息,由于上一章我们做的是绘图操作,因此PathDrawingInfo 存放的是每次绘图操作的信息,  而这次我们主要向利用coreText在屏幕上显示文字  那么之前绘制的矩形的信息 此时已经没有用 我门要  取得  CoreText 需要的信息,即我们这次文字操作的信息  存到TextDrawingInfo 中去  并且添加到 dudelView  的 drawables中  最后  将没用的东西全部从屏幕上移除    

最后看以下  TextDrawingInfo  中的draw方法是怎么把文字绘制上去的

- (void)draw {
  CGContextRef context = UIGraphicsGetCurrentContext();

  NSMutableAttributedString *attrString = [[[NSMutableAttributedString alloc] initWithString:self.text] autorelease];
  [attrString addAttribute:(NSString *)(kCTForegroundColorAttributeName) value:(id)self.strokeColor.CGColor range:NSMakeRange(0, [self.text length])];
  
  CTFramesetterRef framesetter = CTFramesetterCreateWithAttributedString((CFAttributedStringRef)attrString);
  
  CTFrameRef frame = CTFramesetterCreateFrame(framesetter, CFRangeMake(0, [attrString length]), self.path.CGPath, NULL);
  CFRelease(framesetter);
  //CFRelease(attrString);
  if (frame) {
    CGContextSaveGState(context);
    
    // Core Text wants to draw our text upside-down!  This flips it the 
    // right way.
    CGContextTranslateCTM(context, 0, path.bounds.origin.y);
    CGContextScaleCTM(context, 1, -1);
    CGContextTranslateCTM(context, 0, -(path.bounds.origin.y + path.bounds.size.height));

    CTFrameDraw(frame, context);

    CGContextRestoreGState(context);

    CFRelease(frame);
  }
}

 首先获得当前的上下文 

创建一个属性自字符串NSMutableAttributedString  并设置他的颜色以及其他属性

利用该属性字符串 创建一个CTFramesetterRef

再创建一个CTFrameRef

释放之前创建的CTFramesetterRef  对象framesetter

由于CoreText 是来自于Mac OS X的  它在绘图的时候 认为坐标轴是倒置的,所以在没ios中会产生倒置的效果,这里要转化以下才能正常显示

学习这一章 主要学习它的思路     怎么实现在一个view上   画出一个矩形框后 就是一个testView  并且编辑完成后  在相应的位置相识出编辑的内容  当然我们也可以利用 一些其他的图文混排的库  比如DTcoreText

 

原文地址:https://www.cnblogs.com/bucengyongyou/p/2685797.html