For anybody who has worked with snapshotting sceneview screens, you would know what I mean when I say the photo output appears much darker then the screen you are capturing. How can I capture photo output of the sceneview that shows the sceneviews brightness. Im not sure how to ask this question better but essentially this is how I am capturing the sceneview.
#IBAction func ARSnapTapped(_ sender: Any) {
if !draw {
let newImg: UIImage = self.sceneView.snapshot()
DispatchQueue.main.async {
self.imageTaken.image = newImg
self.imageTakenView.isHidden = false
}
self.image = newImg
}
}
This is the solution for anybody looking to enhance the snapshot output lighting when taking snapshots of sceneview in swift.
if let camera = sceneView.pointOfView?.camera {
camera.wantsHDR = true
camera.wantsExposureAdaptation = true
camera.whitePoint = 1.0
camera.exposureOffset = 1
camera.minimumExposure = 1
camera.maximumExposure = 1
}
Adjusting the values for exposureOffset and min/max will brighten/darken the output from the screenshot.
Related
I have an app which displays a PDFView, and I want it to print the PDF file from the view. Also, I want the Print panel to show the Page Setup Accessory (i.e. the Paper Size, Orientation and Scale settings, like in Preview, which appear as one panel of the drop-down list of options).
Currently, I'm mistakenly printing the PDFView, not the PDF document itself. This only gives me one page and includes the scrollbars in the print-out! I can't see how to init an NSPrintOperation referencing a PDFDocument rather than the PDFView.
Here's my code, which works, but isn't what I want. I presume I'll have to override either the printDocument or printOperation functions of NSDocument with similar code that defines the Panel and the Info.
func thePrintInfo() -> NSPrintInfo {
let thePrintInfo = NSPrintInfo()
thePrintInfo.horizontalPagination = .automatic // Tried fit
thePrintInfo.verticalPagination = .automatic // Tried fit
thePrintInfo.isHorizontallyCentered = true // Tried false
thePrintInfo.isVerticallyCentered = true // Tried false
thePrintInfo.leftMargin = 0.0
thePrintInfo.rightMargin = 0.0
thePrintInfo.topMargin = 0.0
thePrintInfo.bottomMargin = 0.0
thePrintInfo.jobDisposition = .spool
return thePrintInfo
}
// Need to show the 'Page Setup' Options as an Accessory
// e.g. Paper size, orientation.
#IBAction func printContent(_ sender: Any) {
let printOperation = NSPrintOperation(view: thePDFView, printInfo: thePrintInfo())
let printPanel = NSPrintPanel()
printPanel.options = [
NSPrintPanel.Options.showsCopies,
NSPrintPanel.Options.showsPrintSelection,
NSPrintPanel.Options.showsPageSetupAccessory,
NSPrintPanel.Options.showsPreview
]
printOperation.printPanel = printPanel
printOperation.run()
}
Based on #Willeke's comments, I've come up with the following, which seems to work well. (Minor quibble is that the Print dialog isn't a sheet.) If anyone has any improvements, please post a better answer.
#IBAction func printContent(_ sender: Any) {
let printOperation = thePDFView.document?.printOperation(for: thePrintInfo(), scalingMode: .pageScaleNone, autoRotate: true)
printOperation?.printPanel = thePrintPanel()
printOperation?.run()
}
Ok, I am trying desperately to achieve this sort of warm lighting on my objects when added to my ARScene in Swift/Xcode - warm lighting and little glowing lights around:
To be clear, I do NOT want the objects I add to my scene to look like they belong in the surrounding room. I want them to stand out/ look warm and glow.All the tutorials on ARKit teach you how to mimic the lighting of the actual room.
Xcode has several lighting options, pulling from the surroundings gathered by the camera because with:
if let lightEstimate = session.currentFrame?.lightEstimate
I can print out the warmth, intensity, etc. And I also have these properties currently set to match the light of room:
sceneView.automaticallyUpdatesLighting = true
extension ARSCNView {
func setup() { //SCENE SETUP
antialiasingMode = .multisampling4X
autoenablesDefaultLighting = true
preferredFramesPerSecond = 60
contentScaleFactor = 1.3
if let camera = pointOfView?.camera {
camera.wantsHDR = true
camera.wantsExposureAdaptation = true
camera.exposureOffset = -1
camera.minimumExposure = -1
camera.maximumExposure = 3
}
}
}
I have tried upping the emission on my object's textures and everything but nothing achieves the effect. Adding a light just turns the objects black/no color.
What is wrong here?
To create this type of glowing red neon light result in ARKit. You can do the following.
You need to create a reactor.scnp (scenekit particle System File) and make the following changes to create the glowing red halo. This should be place in your Resources directory of the playground along with the file spark.png
These are the settings to change from the default reactor type. Leave all the other settings alone.
Change the Image animate color to red/orange/red/black
speed factor = 0.1
enable lighting checked
Emitter Shape = Sphere
Image Size = 0.5
Image Intensity = 0.1
Simulation Speed Factor = 0.1
Note: The code below is playground app I use for testing purposes. You just tap anywhere to add the Neon light into the scene. You can place as many neon lights as you like.
import ARKit
import SceneKit
import PlaygroundSupport
import SceneKit.ModelIO
class ViewController: NSObject {
var sceneView: ARSCNView
init(sceneView: ARSCNView) {
self.sceneView = sceneView
super.init()
self.setupWorldTracking()
self.sceneView.addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector(ViewController.handleTap(_:))))
}
private func setupWorldTracking() {
if ARWorldTrackingConfiguration.isSupported {
let configuration = ARWorldTrackingConfiguration()
configuration.planeDetection = .horizontal
configuration.isLightEstimationEnabled = true
self.sceneView.session.run(configuration, options: [])
}
}
#objc func handleTap(_ gesture: UITapGestureRecognizer) {
let results = self.sceneView.hitTest(gesture.location(in: gesture.view), types: ARHitTestResult.ResultType.featurePoint)
guard let result: ARHitTestResult = results.first else {
return
}
let cylinder = SCNCylinder(radius: 0.05, height: 1)
cylinder.firstMaterial?.emission.contents = UIColor.red
cylinder.firstMaterial?.emission.intensity = 1
let spotLight = SCNNode()
spotLight.light = SCNLight()
spotLight.scale = SCNVector3(1,1,1)
spotLight.light?.intensity = 1000
spotLight.castsShadow = true
spotLight.position = SCNVector3Zero
spotLight.light?.type = SCNLight.LightType.directional
spotLight.light?.color = UIColor.white
let particleSystem = SCNParticleSystem(named: "reactor", inDirectory: nil)
let systemNode = SCNNode()
systemNode.addParticleSystem(particleSystem!)
let node = SCNNode(geometry: cylinder)
let position = SCNVector3Make(result.worldTransform.columns.3.x, result.worldTransform.columns.3.y, result.worldTransform.columns.3.z)
systemNode.position = position
node.position = position
self.sceneView.scene.rootNode.addChildNode(spotLight)
self.sceneView.scene.rootNode.addChildNode(node)
self.sceneView.scene.rootNode.addChildNode(systemNode)
}
}
let sceneView = ARSCNView()
let viewController = ViewController(sceneView: sceneView)
sceneView.autoenablesDefaultLighting = false
PlaygroundPage.current.needsIndefiniteExecution = true
PlaygroundPage.current.liveView = viewController.sceneView
If your looking for a neon/glowing effect in your scene... these previous answers to a similar question asked about glowing/neon lighting should give you some guidance.
As you will see from the answers provided sceneKit does not have built-in support for volumetric lighting, all the approaches are more hacks to achieve a similar effect to a glowing light.
iOS SceneKit Neon Glow
To add a "red" directional light effect to your scene... which is an alternative to using sceneView.autoenablesDefaultLighting = true
let myLight = SCNNode()
myLight.light = SCNLight()
myLight.scale = SCNVector3(1,1,1)
myLight.intensity = 1000
myLight.position = SCNVector3Zero
myLight.light?.type = SCNLight.LightType.directional
myLight.light?.color = UIColor.red
// add the light to the scene
sceneView.scene.rootNode.addChildNode(myLight)
note: This effect makes all the objects in the scene more reddish.
I have an app that displays the locations the user has walked on an MKMapView. When the user leaves the map view the app grabs the screen and saves the image on disk. Up til iOSS 10.3 this method was always successful. With iOS 11.0 the screen grab is a blank image. I get no notification from xcode that there were some changes and that I need to adjust the code.
Interestingly, screen grabs from text pages are still grabbed and saved successfully.
Did anyone encounter the same problem and got the solution?
The code that has always been successful up til now, is:
override func viewWillDisappear(_ animated: Bool) {
//Set the full file name under which the track will be saved.
let fileBaseName = self.imageName.appending(String(describing: (self.display?.trackDate)!))
let fileFullName = fileBaseName.appending(".png")
//Check if the image already has been saved
if !AuxiliaryObjects.shared.getImageFileName(with: fileFullName ) {
//Create the sizes of the capture
let screenRect = self.trackMapView.frame
let screenSize = screenRect.size
let screenScale = UIScreen.main.scale
var grabRect = self.trackMapView.convertRegion(self.mapRegion, toRectTo: self.view)
var heightAdjustment : CGFloat = 0.0
//Grab the image from the screen
UIGraphicsBeginImageContextWithOptions(screenSize, false, screenScale)
self.trackMapView.drawHierarchy(in: screenRect, afterScreenUpdates: true)
let myImage = UIGraphicsGetImageFromCurrentImageContext()
grabRect.origin.x *= (myImage?.scale)!
grabRect.origin.y *= (myImage?.scale)!
grabRect.size.width *= (myImage?.scale)!
grabRect.size.height *= (myImage?.scale)!
let grabImage = (myImage?.cgImage)!.cropping(to: grabRect)
let mapImage = UIImage(cgImage: grabImage!)
UIGraphicsEndImageContext()
AuxiliaryObjects.shared.save(image: mapImage, with: fileFullName, and: self.imageName)
self.display?.displayImage = AuxiliaryObjects.shared.getImage(with: fileFullName, with: self.tableImageRect)!
} else {
self.display?.displayImage = AuxiliaryObjects.shared.getImage(with: fileFullName, with: self.tableImageRect)!
}
}
I submitted a code level support request at Apple to get the answer to the question. Apple does not support the use of drawHierarhy in grabbing a MapKit screen. The way to go is using the MKMapSnapshotter utility to create an MKMapSnapshot and then draw in the lines and annotations by converting all the map coordinates to view coordinates.
Since this gave me some problems with getting the a mirrored image and translating the coordinates properly, I decided to use the layer method render(in: CGContext) this provided me a well functioning very efficient screen grab.
func creatSnapshot(with fileName: String) {
UIGraphicsBeginImageContextWithOptions(self.trackMapView.frame.size, false, UIScreen.main.scale)
let currentContext = UIGraphicsGetCurrentContext()
self.trackMapView.layer.render(in: currentContext!)
let contextImage = (UIGraphicsGetImageFromCurrentImageContext())!
UIGraphicsEndImageContext()
let region = self.trackMapView.region
var cropRect = self.trackMapView.convertRegion(region, toRectTo: self.trackMapView.superview)
cropRect.origin.x *= contextImage.scale
cropRect.origin.y *= contextImage.scale
cropRect.size.height *= contextImage.scale
cropRect.size.width *= contextImage.scale
let cgMapImage = contextImage.cgImage?.cropping(to: cropRect)
let mapImage = UIImage(cgImage: cgMapImage!)
AuxiliaryObjects.shared.save(image: mapImage, with: fileName, and: self.imageName)
self.displayTrack?.displayImage = AuxiliaryObjects.shared.getImage(with: fileName, with: self.tableImageRect)!
NotificationCenter.default.post(name: self.imageSavedNotification, object: self)
}
I'm attempting to add support for Voice Over accessibility in a puzzle game which has a fixed board. However, I'm having trouble getting UIAccessibilityElements to show up.
Right now I'm overriding accessibilityElementAtIndex, accessibilityElementCount and indexOfAccessibilityElement in my SKScene.
They are returning an array of accessible elements as such:
func loadAccessibleElements()
{
self.isAccessibilityElement = false
let pieces = getAllPieces()
accessibleElements.removeAll(keepCapacity: false)
for piece in pieces
{
let element = UIAccessibilityElement(accessibilityContainer: self.usableView!)
element.accessibilityFrame = piece.getAccessibilityFrame()
element.accessibilityLabel = piece.getText()
element.accessibilityTraits = UIAccessibilityTraitButton
accessibleElements.append(element)
}
}
Where piece is a subclass of SKSpriteNode and getAccessibilityFrame is defined:
func getAccessibilityFrame() -> CGRect
{
return parentView!.convertRect(frame, toView: nil)
}
Right now one (wrongly sized) accessibility element seems to appear on the screen in the wrong place.
Could someone point me in the right direction?
Many thanks
EDIT:
I've tried a hack-ish work around by placing a UIView over the SKView with UIButton elements in the same location as the SKSpriteNodes. However, accessibility still doesn't want to work. The view is loaded as such:
func loadAccessibilityView()
{
view.isAccessibilityElement = false
view.accessibilityElementsHidden = false
skView.accessibilityElementsHidden = false
let accessibleSubview = UIView(frame: view.frame)
accessibleSubview.userInteractionEnabled = true
accessibleSubview.isAccessibilityElement = false
view.addSubview(accessibleSubview)
view.bringSubviewToFront(accessibleSubview)
let pieces = (skView.scene! as! GameScene).getAllPieces()
for piece in pieces
{
let pieceButton = UIButton(frame: piece.getAccessibilityFrame())
pieceButton.isAccessibilityElement = true
pieceButton.accessibilityElementsHidden = false
pieceButton.accessibilityTraits = UIAccessibilityTraitButton
pieceButton.setTitle(piece.getText(), forState: UIControlState.Normal)
pieceButton.setBackgroundImage(UIImage(named: "blue-button"), forState: UIControlState.Normal)
pieceButton.alpha = 0.2
pieceButton.accessibilityLabel = piece.getText()
pieceButton.accessibilityFrame = pieceButton.frame
pieceButton.addTarget(self, action: Selector("didTap:"), forControlEvents: UIControlEvents.TouchUpInside)
accessibleSubview.addSubview(pieceButton)
}
UIAccessibilityPostNotification(UIAccessibilityScreenChangedNotification, nil)
}
The buttons are placed correctly, however accessibility just isn't working at all. Something seems to be preventing it from working.
I've searched in vain for a description of how to implement VoiceOver in Swift using SpriteKit, so I finally figured out how to do it. Here's some working code that converts a SKNode to an accessible pushbutton when added to a SKScene class:
// Add the following code to a scene where you want to make the SKNode variable named “leave” an accessible button
// leave must already be initialized and added as a child of the scene, or a child of other SKNodes in the scene
// screenHeight must already be defined as the height of the device screen, in points
// Accessibility
private var accessibleElements: [UIAccessibilityElement] = []
private func nodeToDevicePointsFrame(node: SKNode) -> CGRect {
// first convert from frame in SKNode to frame in SKScene's coordinates
var sceneFrame = node.frame
sceneFrame.origin = node.scene!.convertPoint(node.frame.origin, fromNode: node.parent!)
// convert frame from SKScene coordinates to device points
// sprite kit scene origin is in lower left, accessibility device screen origin is at upper left
// assumes scene is initialized using SKSceneScaleMode.Fill using dimensions same as device points
var deviceFrame = sceneFrame
deviceFrame.origin.y = CGFloat(screenHeight-1) - (sceneFrame.origin.y + sceneFrame.size.height)
return deviceFrame
}
private func initAccessibility() {
if accessibleElements.count == 0 {
let accessibleLeave = UIAccessibilityElement(accessibilityContainer: self.view!)
accessibleLeave.accessibilityFrame = nodeToDevicePointsFrame(leave)
accessibleLeave.accessibilityTraits = UIAccessibilityTraitButton
accessibleLeave.accessibilityLabel = “leave” // the accessible name of the button
accessibleElements.append(accessibleLeave)
}
}
override func didMoveToView(view: SKView) {
self.isAccessibilityElement = false
leave.isAccessibilityElement = true
}
override func willMoveFromView(view: SKView) {
accessibleElements = []
}
override func accessibilityElementCount() -> Int {
initAccessibility()
return accessibleElements.count
}
override func accessibilityElementAtIndex(index: Int) -> AnyObject? {
initAccessibility()
if (index < accessibleElements.count) {
return accessibleElements[index] as AnyObject
} else {
return nil
}
}
override func indexOfAccessibilityElement(element: AnyObject) -> Int {
initAccessibility()
return accessibleElements.indexOf(element as! UIAccessibilityElement)!
}
Accessibility frames are defined in the fixed physical screen coordinates, not UIView coordinates, and transforming between them is kind of tricky.
The device origin is the lower left of the screen, with X up, when the device is in landscape right mode.
It's a pain converting, I've no idea why Apple did it that way.
I need to create an application which looks similar to the iOS spring board.
I need to display different profile picture arranged with rows and columns similar to the image below. Remember, I will display pictures and not applications.
I have already created a UIScrollView which display images like a spring board.
first I need to make them clickable(so it would probably be buttons or images with interactions)
my main problem is that, I need to implement a behavior where I can hold/touch over an image/icon for some amount of time and move it to another location, swap it with the image where I dragged it.(Just like when your arranging your icons on a spring board)
I will need to implement this, any advice , I mean does apple have native classes for this?
Or do I need to code everything for this. I already tried searching but I'm having a hard time.
iOS SpingBoard example
func startWiggling() {
deleteButton.isHidden = false
guard contentView.layer.animation(forKey: "wiggle") == nil else { return }
guard contentView.layer.animation(forKey: "bounce") == nil else { return }
let angle = 0.04
let wiggle = CAKeyframeAnimation(keyPath: "transform.rotation.z")
wiggle.values = [-angle, angle]
wiggle.autoreverses = true
wiggle.duration = randomInterval(0.1, variance: 0.025)
wiggle.repeatCount = Float.infinity
contentView.layer.add(wiggle, forKey: "wiggle")
let bounce = CAKeyframeAnimation(keyPath: "transform.translation.y")
bounce.values = [4.0, 0.0]
bounce.autoreverses = true
bounce.duration = randomInterval(0.12, variance: 0.025)
bounce.repeatCount = Float.infinity
contentView.layer.add(bounce, forKey: "bounce")
}
func stopWiggling() {
deleteButton.isHidden = true
contentView.layer.removeAllAnimations()
}