Stanford CS193p
Developing Applications for iOS
Spring 2016
CS193p
Spring 2016
Today
Views
Custom Drawing
Demo
FaceView
CS193p
Spring 2016
Views
A view (i.e. UIView subclass) represents a rectangular area
Defines a coordinate space
For drawing
And for handling touch events
Hierarchical
A view has only one superview … var superview: UIView?
But it can have many (or zero) subviews … var subviews: [UIView]
The order in the subviews array matters: those later in the array are on top of those earlier
A view can clip its subviews to its own bounds or not (the default is not to)
UIWindow
The UIView at the very, very top of the view hierarchy (even includes status bar)
Usually only one UIWindow in an entire iOS application … it’s all about views, not windows
CS193p
Spring 2016
Views
The hierarchy is most often constructed in Xcode graphically
Even custom views are usually added to the view hierarchy using Xcode
But it can be done in code as well
addSubview(aView: UIView) // sent to aView’s (soon to be) superview
removeFromSuperview() // this is sent to the view you want to remove (not its superview)
Where does the view hierarchy start?
The top of the (useable) view hierarchy is the Controller’s var view: UIView.
This simple property is a very important thing to understand!
This view is the one whose bounds will change on rotation, for example.
This view is likely the one you will programmatically add subviews to (if you ever do that).
All of your MVC’s View’s UIViews will have this view as an ancestor.
It’s automatically hooked up for you when you create an MVC in Xcode.
CS193p
Spring 2016
Initializing a UIView
As always, try to avoid an initializer if possible
But having one in UIView is slightly more common than having a UIViewController initializer
A UIView’s initializer is different if it comes out of a storyboard
init(frame: CGRect) // initializer if the UIView is created in code
init(coder: NSCoder) // initializer if the UIView comes out of a storyboard
If you need an initializer, implement them both …
func setup() { … }
override init(frame: CGRect) { // a designed initializer
super.init(frame: frame)
setup()
}
required init(coder aDecoder: NSCoder) { // a required initializer
super.init(coder: aDecoder)
setup()
} CS193p
Spring 2016
Initializing a UIView
Another alternative to initializers in UIView …
awakeFromNib() // this is only called if the UIView came out of a storyboard
This is not an initializer (it’s called immediately after initialization is complete)
All objects that inherit from NSObject in a storyboard are sent this
Order is not guaranteed, so you cannot message any other objects in the storyboard here
CS193p
Spring 2016
Coordinate System Data Structures
CGFloat
Always use this instead of Double or Float for anything to do with a UIView’s coordinate system
You can convert to/from a Double or Float using initializers, e.g., let cfg = CGFloat(aDouble)
CGPoint
Simply a struct with two CGFloats in it: x and y.
var point = CGPoint(x: 37.0, y: 55.2)
point.y -= 30
point.x += 20.0
CGSize
Also a struct with two CGFloats in it: width and height.
var size = CGSize(width: 100.0, height: 50.0)
size.width += 42.5
size.height += 75
CS193p
Spring 2016
Coordinate System Data Structures
CGRect
A struct with a CGPoint and a CGSize in it …
struct CGRect {
var origin: CGPoint
var size: CGSize
}
let rect = CGRect(origin: aCGPoint, size: aCGSize) // there are other inits as well
Lots of convenient properties and functions on CGRect like …
var minX: CGFloat // left edge
var midY: CGFloat // midpoint vertically
intersects(CGRect) -> Bool // does this CGRect intersect this other one?
intersect(CGRect) // clip the CGRect to the intersection with the other one
contains(CGPoint) -> Bool // does the CGRect contain the given CGPoint?
… and many more (make yourself a CGRect and type . after it to see more)
CS193p
Spring 2016
increasing x
View Coordinate System
(0,0)
(500, 35)
Origin is upper left
Units are points, not pixels
Pixels are the minimum-sized unit of drawing your device is capable of
Points are the units in the coordinate system
Most of the time there are 2 pixels per point, but it could be only 1 or something else
How many pixels per point are there? UIView’s var contentScaleFactor: CGFloat
The boundaries of where drawing happens
var bounds: CGRect // a view’s internal drawing space’s origin and size
This is the rectangle containing the drawing space in its own coordinate system
It is up to your view’s implementation to interpret what bounds.origin means (often nothing)
increasing y
Where is the UIView?
var center: CGPoint // the center of a UIView in its superview’s coordinate system
var frame: CGRect // the rect containing a UIView in its superview’s coordinate system
CS193p
Spring 2016
bounds vs frame
Use frame and/or center to position a UIView
These are never used to draw inside a view’s coordinate system
You might think frame.size is always equal to bounds.size, but you’d be wrong …
140 Views can be rotated (and scaled and translated)
, 65
View A
30 320
0, View B’s bounds = ((0,0),(200,250))
22 0
5 5 0,
View B’s frame = ((140,65),(320,320))
20
2
0
0
View B’s center = (300,225)
Vi
ew View B’s middle in its own coordinates is …
320 B (bounds.midX, bounds.midY) = (100, 125)
Views are rarely rotated, but don’t misuse
frame or center anyway by assuming that.
CS193p
Spring 2016
Creating Views
Most often your views are created via your storyboard
Xcode’s Object Palette has a generic UIView you can drag out
After you do that, you must use the Identity Inspector to changes its class to your subclass
On rare occasion, you will create a UIView via code
You can use the frame initializer … let newView = UIView(frame: myViewFrame)
Or you can just use let newView = UIView() (frame will be CGRectZero)
Example
// assuming this code is in a UIViewController
let labelRect = CGRect(x: 20, y: 20, width: 100, height: 50)
let label = UILabel(frame: labelRect) // UILabel is a subclass of UIView
label.text = “Hello”
view.addSubview(label)
Hello CS193p
Spring 2016
Custom Views
When would I create my own UIView subclass?
I want to do some custom drawing on screen
I need to handle touch events in a special way (i.e. different than a button or slider does)
We’ll talk about handling touch events in a bit. First we’ll focus on drawing.
To draw, just create a UIView subclass and override drawRect:
override func drawRect(regionThatNeedsToBeDrawn: CGRect)
You can draw outside the regionThatNeedsToBeDrawn, but it’s never required to do so
The regionThatNeedsToBeDrawn is purely an optimization
It is our UIView’s bounds that describe the entire drawing area (the region is a subarea).
NEVER call drawRect!! EVER! Or else!
Instead, if you view needs to be redrawn, let the system know that by calling …
setNeedsDisplay()
setNeedsDisplayInRect(regionThatNeedsToBeRedrawn: CGRect)
iOS will then call your drawRect at an appropriate time
CS193p
Spring 2016
Custom Views
So how do I implement my drawRect?
You can use a C-like (non object-oriented) API called Core Graphics
Or you can use the object-oriented UIBezierPath class (which is how we’ll do it)
Core Graphics Concepts
1. You get a context to draw into (other contexts include printing, off-screen buffer, etc.)
The function UIGraphicsGetCurrentContext() gives a context you can use in drawRect
2. Create paths (out of lines, arcs, etc.)
3. Set drawing attributes like colors, fonts, textures, linewidths, linecaps, etc.
4. Stroke or fill the above-created paths with the given attributes
CS193p
Spring 2016
Custom Views
So how do I implement my drawRect?
You can use a C-like (non object-oriented) API called Core Graphics
Or you can use the object-oriented UIBezierPath class (which is how we’ll do it)
Core Graphics Concepts
1. You get a context to draw into (other contexts include printing, off-screen buffer, etc.)
The function UIGraphicsGetCurrentContext() gives a context you can use in drawRect
2. Create paths (out of lines, arcs, etc.)
3. Set drawing attributes like colors, fonts, textures, linewidths, linecaps, etc.
4. Stroke or fill the above-created paths with the given attributes
UIBezierPath
Same as above, but captures all the drawing with a UIBezierPath instance
UIBezierPath automatically draws in the “current” context (drawRect sets this up for you)
UIBezierPath has methods to draw (lineto, arcs, etc.) and set attributes (linewidth, etc.)
Use UIColor to set stroke and fill colors
UIBezierPath has methods to stroke and/or fill
CS193p
Spring 2016
Defining a Path
Create a UIBezierPath
let path = UIBezierPath()
Move around, add lines or arcs to the path
path.moveToPoint(CGPoint(80, 50))
CS193p
Spring 2016
Defining a Path
Create a UIBezierPath
let path = UIBezierPath()
Move around, add lines or arcs to the path
path.moveToPoint(CGPoint(80, 50))
path.addLineToPoint(CGPoint(140, 150))
CS193p
Spring 2016
Defining a Path
Create a UIBezierPath
let path = UIBezierPath()
Move around, add lines or arcs to the path
path.moveToPoint(CGPoint(80, 50))
path.addLineToPoint(CGPoint(140, 150))
path.addLineToPoint(CGPoint(10, 150))
CS193p
Spring 2016
Defining a Path
Create a UIBezierPath
let path = UIBezierPath()
Move around, add lines or arcs to the path
path.moveToPoint(CGPoint(80, 50))
path.addLineToPoint(CGPoint(140, 150))
path.addLineToPoint(CGPoint(10, 150))
Close the path (if you want)
path.closePath()
CS193p
Spring 2016
Defining a Path
Create a UIBezierPath
let path = UIBezierPath()
Move around, add lines or arcs to the path
path.moveToPoint(CGPoint(80, 50))
path.addLineToPoint(CGPoint(140, 150))
path.addLineToPoint(CGPoint(10, 150))
Close the path (if you want)
path.closePath()
Now that you have a path, set attributes and stroke/fill
UIColor.greenColor().setFill() // note this is a method in UIColor, not UIBezierPath
UIColor.redColor().setStroke() // note this is a method in UIColor, not UIBezierPath
path.linewidth = 3.0 // note this is a property in UIBezierPath, not UIColor
CS193p
Spring 2016
Defining a Path
Create a UIBezierPath
let path = UIBezierPath()
Move around, add lines or arcs to the path
path.moveToPoint(CGPoint(80, 50))
path.addLineToPoint(CGPoint(140, 150))
path.addLineToPoint(CGPoint(10, 150))
Close the path (if you want)
path.closePath()
Now that you have a path, set attributes and stroke/fill
UIColor.greenColor().setFill() // note this is a method in UIColor, not UIBezierPath
UIColor.redColor().setStroke() // note this is a method in UIColor, not UIBezierPath
path.linewidth = 3.0 // note this is a property in UIBezierPath, not UIColor
path.fill() // method in UIBezierPath
CS193p
Spring 2016
Defining a Path
Create a UIBezierPath
let path = UIBezierPath()
Move around, add lines or arcs to the path
path.moveToPoint(CGPoint(80, 50))
path.addLineToPoint(CGPoint(140, 150))
path.addLineToPoint(CGPoint(10, 150))
Close the path (if you want)
path.closePath()
Now that you have a path, set attributes and stroke/fill
UIColor.greenColor().setFill() // note this is a method in UIColor, not UIBezierPath
UIColor.redColor().setStroke() // note this is a method in UIColor, not UIBezierPath
path.linewidth = 3.0 // note this is a property in UIBezierPath, not UIColor
path.fill() // method in UIBezierPath
path.stroke() // method in UIBezierPath
CS193p
Spring 2016
Drawing
You can also draw common shapes with UIBezierPath
let roundRect = UIBezierPath(roundedRect: aCGRect, cornerRadius: aCGFloat)
let oval = UIBezierPath(ovalInRect: aCGRect)
… and others
Clipping your drawing to a UIBezierPath’s path
addClip()
For example, you could clip to a rounded rect to enforce the edges of a playing card
Hit detection
func containsPoint(CGPoint) -> Bool // returns whether the point is inside the path
The path must be closed. The winding rule can be set with usesEvenOddFillRule property.
Etc.
Lots of other stuff. Check out the documentation.
CS193p
Spring 2016
UIColor
Colors are set using UIColor
There are type methods for standard colors, e.g. let green = UIColor.greenColor()
You can also create them from RGB, HSB or even a pattern (using UIImage)
Background color of a UIView
var backgroundColor: UIColor // we used this for our Calculator buttons
Colors can have alpha (transparency)
let transparentYellow = UIColor.yellowColor().colorWithAlphaComponent(0.5)
Alpha is between 0.0 (fully transparent) and 1.0 (fully opaque)
If you want to draw in your view with transparency …
You must let the system know by setting the UIView var opaque = false
You can make your entire UIView transparent …
var alpha: CGFloat
CS193p
Spring 2016
View Transparency
What happens when views overlap and have transparency?
As mentioned before, subviews list order determines who is in front
Lower ones (earlier in the array) can “show through” transparent views on top of them
Transparency is not cheap, by the way, so use it wisely
Completely hiding a view without removing it from hierarchy
var hidden: Bool
A hidden view will draw nothing on screen and get no events either
Not as uncommon as you might think to temporarily hide a view
CS193p
Spring 2016
Drawing Text
Usually we use a UILabel to put text on screen
But there are certainly occasions where we want to draw text in our drawRect
To draw in drawRect, use NSAttributedString
let text = NSAttributedString(“hello”)
text.drawAtPoint(aCGPoint)
let textSize: CGSize = text.size // how much space the string will take up
Mutability is done with NSMutableAttributedString
It is not like String (i.e. where let means immutable and var means mutable)
You use a different class if you want to make a mutable attributed string …
let mutableText = NSMutableAttributedString(“some string”)
NSAttributedString is not a String, nor an NSString
You can get its contents as an String/NSString with its string or mutableString property
CS193p
Spring 2016
Attributed String
Setting attributes on an attributed string
func setAttributes(attributes: Dictionary, range: NSRange)
func addAttributes(attributes: Dictionary, range: NSRange)
Warning! This is a pre-Swift API. NSRange is not a Range.
And indexing into the string is using old-style indexing (not String.Index).
Attributes
NSForegroundColorAttributeName : UIColor
NSStrokeWidthAttributeName : CGFloat
NSFontAttributeName : UIFont
See the documentation under NSAttributedString(NSStringDrawing) for (many) more.
CS193p
Spring 2016
Fonts
Fonts in iOS are very important to get right
They are fundamental to the look and feel of the UI
CS193p
Spring 2016
Fonts
The absolutely best way to get a font in code
Get preferred font for a given text style (e.g. body, etc.) using this UIFont type method …
class func preferredFontForTextStyle(UIFontTextStyle) -> UIFont
Some of the styles (see UIFontDescriptor documentation for more) …
UIFontTextStyle.Headline
UIFontTextStyle.Body
UIFontTextStyle.Footnote
There are also “system fonts”
These appear usually on things like buttons
class func systemFontOfSize(pointSize: CGFloat) -> UIFont
class func boldSystemFontOfSize(pointSize: CGFloat) -> UIFont
Don’t use these for your user’s content. Use preferred fonts for that.
Other ways to get fonts
Check out UIFont and UIFontDescriptor for more, but you should not need that very often
CS193p
Spring 2016
Drawing Images
There is a UILabel-equivalent for images
UIImageView
But, again, you might want to draw the image inside your drawRect …
Creating a UIImage object
let image: UIImage? = UIImage(named: “foo”) // note that its an Optional
You add foo.jpg to your project in the Images.xcassets file (we’ve ignored this so far)
Images will have different resolutions for different devices (all managed in Images.xcassets)
You can also create one from files in the file system
(But we haven’t talked about getting at files in the file system … anyway …)
let image: UIImage? = UIImage(contentsOfFile: aString)
let image: UIImage? = UIImage(data: anNSData) // raw jpg, png, tiff, etc. image data
You can even create one by drawing with Core Graphics
See documentation for UIGraphicsBeginImageContext(CGSize)
CS193p
Spring 2016
Drawing Images
Once you have a UIImage, you can blast its bits on screen
let image: UIImage = …
image.drawAtPoint(aCGPoint) // the upper left corner of the image put at aCGPoint
image.drawInRect(aCGRect) // scales the image to fit aCGRect
image.drawAsPatternInRect(aCGRect) // tiles the image into aCGRect
CS193p
Spring 2016
Redraw on bounds change?
By default, when a UIView’s bounds changes, there is no redraw
Instead, the “bits” of the existing image are scaled to the new bounds size
This is often not what you want …
Luckily, there is a UIView property to control this! It can be set in Xcode too.
var contentMode: UIViewContentMode
UIViewContentMode
Don’t scale the view, just place it somewhere …
.Left/.Right/.Top/.Bottom/.TopRight/.TopLeft/.BottomRight/.BottomLeft/.Center
Scale the “bits” of the view …
.ScaleToFill/.ScaleAspectFill/.ScaleAspectFit // .ScaleToFill is the default
Redraw by calling drawRect again (costly, but for certain content, better results) …
.Redraw
CS193p
Spring 2016