I'm trying to make an UITextField as a SCNNode geometry material. This code works well:
func createBox(transform: SCNMatrix4) {
let box = SCNBox(width: 0.5, height: 0.5, length: 0.5, chamferRadius: 1)
let textField = UITextField(frame: CGRect(x: 0, y: 0, width: 60, height: 50))
textField.text = "Hello"
let sides = [
textField, // Front
UIColor.black, // Right
UIColor.black, // Back
UIColor.black, // Left
UIColor.black, // Top
UIColor.black // Bottom
]
let materials = sides.map { (side) -> SCNMaterial in
let material = SCNMaterial()
material.diffuse.contents = side
material.locksAmbientWithDiffuse = true
return material
}
box.materials = materials
let boxNode = SCNNode(geometry: box)
boxNode.position = SCNVector3Make(transform.m41, transform.m42, transform.m43)
boxNode.transform = transform
sceneView.scene.rootNode.addChildNode(boxNode)
}
But when I tap on the text field the keyboard doesn't appear. Why is it happening? Is there ways to fix it? I need the user can enter some text in the field. Thanks.
Related
Hi there,
I have a class CardButton: UIButton . In the draw method of this CardButton, I would like to add and center(vertically and horizontally) NSAttributed String, which is basically just one Emoji, inside of it. The result would look something like this:
However, NSAttributedString can be only aligned to center in horizontal dimension inside the container.
My idea for solution:
create a containerView inside of CardButton
center containerView both vertically and horizontally in it's container(which is CardButton)
add NSAttributedString inside the containerView and size containerView to fit the string's font.
So the result would look something like this:
My attempt for this to happen looks like this:
class CardButton: UIButton {
override func draw(){
//succesfully drawing the CardButton
let stringToDraw = attributedString(symbol, fontSize: symbolFontSize) //custom method to create attributed string
let containerView = UIView()
containerView.backgroundColor = //green
addSubview(containerView)
containerView.translatesAutoresizingMaskIntoConstraints = false
let centerXConstraint = containerView.centerXAnchor.constraint(equalTo: (self.centerXAnchor)).isActive = true
let centerYConstraint = containerView.centerYAnchor.constraint(equalTo: (self.centerYAnchor)).isActive = true
stringToDraw.draw(in: containerView.bounds)
containerView.sizeToFit()
}
}
Long story short, I failed terribly. I first tried to add containerView to cardButton, made the background green, gave it fixed width and height jut to make sure that it got properly added as a subview. It did. But once I try to active constraints on it, it totally disappears.
Any idea how to approach this?
There is always more than one way to achieve any particular UI design goal, but the procedure below is relatively simple and has been adapted to suit the requirements as presented and understood in your question.
The UIButton.setImage method allows an image to be assigned to a UIButton without the need for creating a container explicitly.
The UIGraphicsImageRenderer method allows an image to be made from various components including NSAttributedText, and a host of custom shapes.
The process utilising these two tools to provide the rudiments for your project will be to:
Render an image with the appropriate components & size
Assign the rendered image to the button
A class could be created for this functionality, but that has not been explored here.
Additionally, your question mentions that when applying constraints the content disappears. This effect can be observed when image dimensions are too large for the container, constraints are positioning the content out of view and possibly a raft of other conditions.
The following code produces the above image:
func drawRectangleWithEmoji() -> UIImage {
let renderer = UIGraphicsImageRenderer(size: CGSize(width: 512, height: 512))
let img = renderer.image { (ctx) in
// Create the outer square:
var rectangle = CGRect(x: 0, y: 0, width: 512, height: 512).insetBy(dx: 7.5, dy: 7.5)
var roundedRect = UIBezierPath(roundedRect: rectangle, cornerRadius: 50).cgPath
// MARK: .cgPath creates a CG representation of the path
ctx.cgContext.setFillColor(UIColor.white.cgColor)
ctx.cgContext.setStrokeColor(UIColor.blue.cgColor)
ctx.cgContext.setLineWidth(15)
ctx.cgContext.addPath(roundedRect)
ctx.cgContext.drawPath(using: .fillStroke)
// Create the inner square:
rectangle = CGRect(x: 0, y: 0, width: 512, height: 512).insetBy(dx: 180, dy: 180)
roundedRect = UIBezierPath(roundedRect: rectangle, cornerRadius: 10).cgPath
ctx.cgContext.setFillColor(UIColor.green.cgColor)
ctx.cgContext.setStrokeColor(UIColor.green.cgColor)
ctx.cgContext.setLineWidth(15)
ctx.cgContext.addPath(roundedRect)
ctx.cgContext.drawPath(using: .fillStroke)
// Add emoji:
var fontSize: CGFloat = 144
var attrs: [NSAttributedString.Key: Any] = [
.font: UIFont.systemFont(ofSize: fontSize)//,
//.backgroundColor: UIColor.gray //uncomment to see emoji background bounds
]
var string = "❤️"
var attributedString = NSAttributedString(string: string, attributes: attrs)
let strWidth = attributedString.size().width
let strHeight = attributedString.size().height
attributedString.draw(at: CGPoint(x: 256 - strWidth / 2, y: 256 - strHeight / 2))
// Add NSAttributedString:
fontSize = 56
attrs = [
.font: UIFont.systemFont(ofSize: fontSize),
.foregroundColor: UIColor.brown
]
string = "NSAttributedString"
attributedString = NSAttributedString(string: string, attributes: attrs)
let textWidth = attributedString.size().width
let textHeight = attributedString.size().height
attributedString.draw(at: CGPoint(x: 256 - textWidth / 2, y: 384 - textHeight / 2))
}
return img
}
Activate the NSLayoutContraints and then the new image can be set for the button:
override func viewDidLoad() {
super.viewDidLoad()
view = UIView()
view.backgroundColor = .white
let buttonsView = UIView()
buttonsView.translatesAutoresizingMaskIntoConstraints = false
// buttonsView.backgroundColor = UIColor.gray
view.addSubview(buttonsView)
NSLayoutConstraint.activate([
buttonsView.widthAnchor.constraint(equalToConstant: CGFloat(buttonWidth)),
buttonsView.heightAnchor.constraint(equalToConstant: CGFloat(buttonWidth)),
buttonsView.centerXAnchor.constraint(equalTo: view.centerXAnchor),
buttonsView.centerYAnchor.constraint(equalTo: view.centerYAnchor)
])
let cardButton = UIButton(type: .custom)
cardButton.contentEdgeInsets = UIEdgeInsets(top: 5, left: 5, bottom: 5, right: 5)
cardButton.setImage(drawRectangleWithEmoji(), for: .normal)
let frame = CGRect(x: 0, y: 0, width: buttonWidth, height: buttonWidth)
cardButton.frame = frame
buttonsView.addSubview(cardButton)
}
Your comments will be appreciated as would constructive review of the code provided.
I'm making a game in SceneKit, and I need to add a tint to an image that is used as the material for a box. How would I go about adding a blue tint to the material/image?
This is my code
let material = SCNMaterial()
let whiteSquare = UIImage(named: "whiteSquare.png")
let boxNode = SCNNode(geometry: SCNBox(width: 0.5, height: 0.2, length: 0.5, chamferRadius: 0))
material.diffuse.contents = whiteSquare
boxNode.position.z = -1.25
boxNode.position.y = 0.1
boxNode.name = "Block\(height)"
boxNode.geometry?.materials = [material]
scnScene.rootNode.addChildNode(boxNode)
I’m trying to add a label to an SCNNode. So far I’ve managed to set a SKLabelNode as the material for the SCNNode. It sort of works, I can the SCNNode becomes the background colour of the SKLabelNode but I can’t see the text. Sometime I can see a red haze (the text colour is red) but no readable text.
I also tried setting the material as a UIView and adding a UiLabel as a sub view. Again it sets as I can the whole SCNNode becomes the background colour of the UiLabel but I can’t see any text.
var block = SCNNode()
var spriteScene = SKScene()
var Lbl = SKLabelNode()
lbl.text = “Hello World”
lbl.color = blue (playground colour literal)
lbl. = 2 //I tried various numbers
lbl.fontColor = SKColor.red
spriteScene.addChild(lbl)
I got it after some hit and trial. I had to try different values before I got these size, scale and rotation to display the label as I want.
note: My node here is SCNPlane with 0.3 width and 0.2 height, so size of SKScene and rectangle and position of label are hard coded accordingly.
func addLabel(text: String){
let sk = SKScene(size: CGSize(width: 3000, height: 2000))
sk.backgroundColor = UIColor.clear
let rectangle = SKShapeNode(rect: CGRect(x: 0, y: 0, width: 3000, height: 2000), cornerRadius: 10)
rectangle.fillColor = UIColor.black
rectangle.strokeColor = UIColor.white
rectangle.lineWidth = 5
rectangle.alpha = 0.5
let lbl = SKLabelNode(text: text)
lbl.fontSize = 160
lbl.numberOfLines = 0
lbl.fontColor = UIColor.white
lbl.fontName = "Helvetica-Bold"
lbl.position = CGPoint(x:1500,y:1000)
lbl.preferredMaxLayoutWidth = 2900
lbl.horizontalAlignmentMode = .center
lbl.verticalAlignmentMode = .center
lbl.zRotation = .pi
sk.addChild(rectangle)
sk.addChild(lbl)
let material = SCNMaterial()
material.isDoubleSided = true
material.diffuse.contents = sk
node.geometry?.materials = [material]
node.geometry?.firstMaterial?.diffuse.contentsTransform = SCNMatrix4MakeScale(Float(1), Float(1), 1)
node.geometry?.firstMaterial?.diffuse.wrapS = .repeat
node.geometry?.firstMaterial?.diffuse.wrapS = .repeat
}
I am trying programmatically create a layer with transparent text. Everything I try doesn't seem to work. My end goal is to create an inner shadow on text.
Instead of a circle as in the code below I want text.
let view = UIView(frame: CGRect(x: 0, y: 0, width: 500, height: 500))
view.backgroundColor = .white
// MASK
let blackSquare = UIView(frame: CGRect(x: 100, y: 100, width: 200, height: 200))
blackSquare.backgroundColor = .black
view.addSubview(blackSquare)
let maskLayer = CAShapeLayer()
// Create a path with the rectangle in it.
let path = CGMutablePath()
path.addArc(center: CGPoint(x: 100, y: 100), radius: 50, startAngle: 0.0, endAngle: 2.0 * .pi, clockwise: false)
path.addRect(CGRect(x: 0, y: 0, width: blackSquare.frame.width, height: blackSquare.frame.height))
maskLayer.backgroundColor = UIColor.black.cgColor
maskLayer.path = path;
maskLayer.fillRule = kCAFillRuleEvenOdd
blackSquare.layer.mask = maskLayer
maskLayer.masksToBounds = false
maskLayer.shadowRadius = 4
maskLayer.shadowOpacity = 0.5
maskLayer.shadowOffset = CGSize(width: 5, height: 5)
view.addSubview(blackSquare)
I'm also able to use text as a mask but I'm unable to invert the mask. Any help is appreciated.
EDIT:
I figured it out based on Rob's answer as suggested by Josh. Here's my playground code.
import Foundation
import UIKit
import PlaygroundSupport
// view
let view = UIView(frame: CGRect(x: 0, y: 0, width: 500, height: 500))
view.backgroundColor = .black
// button
let button = UIButton(frame: CGRect(x: 0, y: 0, width: 500, height: 500))
button.setTitle("120", for: .normal)
button.setTitleColor(.white, for: .normal)
button.titleLabel?.font = UIFont(name: "AvenirNextCondensed-UltraLight", size: 200)
view.addSubview(button)
addInnerShadow(button: button)
func addInnerShadow(button: UIButton) {
// text
let text = button.titleLabel!.text!
// get context
UIGraphicsBeginImageContextWithOptions(button.bounds.size, true, 0)
let context = UIGraphicsGetCurrentContext()
context?.scaleBy(x: 1, y: -1)
context?.translateBy(x: 0, y: -button.bounds.size.height)
let font = button.titleLabel!.font!
// draw the text
let attributes = [
NSAttributedStringKey.font: font,
NSAttributedStringKey.foregroundColor: UIColor.white
]
let size = text.size(withAttributes: attributes)
let point = CGPoint(x: (button.bounds.size.width - size.width) / 2.0, y: (button.bounds.size.height - size.height) / 2.0)
text.draw(at: point, withAttributes: attributes)
// capture the image and end context
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
// create image mask
let cgimage = image?.cgImage!
let bytesPerRow = cgimage?.bytesPerRow
let dataProvider = cgimage?.dataProvider!
let bitsPerPixel = cgimage?.bitsPerPixel
let width = cgimage?.width
let height = cgimage?.height
let bitsPerComponent = cgimage?.bitsPerComponent
let mask = CGImage(maskWidth: width!, height: height!, bitsPerComponent: bitsPerComponent!, bitsPerPixel: bitsPerPixel!, bytesPerRow: bytesPerRow!, provider: dataProvider!, decode: nil, shouldInterpolate: false)
// create background
UIGraphicsBeginImageContextWithOptions(button.bounds.size, false, 0)
UIGraphicsGetCurrentContext()!.clip(to: button.bounds, mask: mask!)
view.backgroundColor!.setFill()
UIBezierPath(rect: button.bounds).fill()
let background = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
let backgroundView = UIImageView(image: background)
// add shadows
backgroundView.layer.shadowOffset = CGSize(width: 2, height: 2)
backgroundView.layer.shadowRadius = 2
backgroundView.layer.shadowOpacity = 0.75
button.addSubview(backgroundView)
}
PlaygroundPage.current.liveView = view
Whilst not exactly the same, please refer to the answer provided here by Rob who answered a similar question:
How do I style a button to have transparent text?
This should get you started at the very least...
Stumbled on a possible solution that I've updated to proper syntax:
func mask(withRect rect: CGRect, inverse: Bool = false) {
let path = UIBezierPath(rect: rect)
let maskLayer = CAShapeLayer()
if inverse {
path.append(UIBezierPath(rect: self.view.bounds))
maskLayer.fillRule = kCAFillRuleEvenOdd
}
maskLayer.path = path.cgPath
self.view.layer.mask = maskLayer
}
You'll obviously need to pick parts out to see if it works for you.
I am trying to create a primitive with SceneKit and ARKit. For whatever reason, it is not working.
let box = SCNBox(width: 0.1, height: 0.1, length: 0.1, chamferRadius: 0)
let node = SCNNode(geometry: box)
node.position = SCNVector3(0,0,0)
sceneView.scene.rootNode.addChildNode(node)
Do I need to take in the camera coordinates as well?
Your code looks good and it should work. I have tried it as the below code: after creating a new app with ARKit template, I have replaced the function viewDidLoad.
override func viewDidLoad() {
super.viewDidLoad()
// Set the view's delegate
sceneView.delegate = self
let box = SCNBox(width: 0.1, height: 0.1, length: 0.1, chamferRadius: 0)
let node = SCNNode(geometry: box)
node.position = SCNVector3(0,0,0)
sceneView.scene.rootNode.addChildNode(node)
}
It creates a box at the original point (0, 0, 0). Unfortunately your device is inside the box thus you cannot see that box straightly. To see the box, move your device far aways a bit.
The attached image is the box after moving my device:
If you want to see it immediately, move the box to front a bit, add colour and make the first material be double side (to see it even in or out side):
let box = SCNBox(width: 0.1, height: 0.1, length: 0.1, chamferRadius: 0)
box.firstMaterial?.diffuse.contents = UIColor.red
box.firstMaterial?.isDoubleSided = true
let boxNode = SCNNode(geometry: box)
boxNode.position = SCNVector3(0, 0, -1)
sceneView.scene.rootNode.addChildNode(boxNode)
You should get the location tapped and use the world coordinates to place the cube properly. I'm not sure (0,0,0) is a normal location for ARKit. You can try something like this:
Put this in your viewDidLoad:
let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(handleTapFrom))
tapGestureRecognizer.numberOfTapsRequired = 1
self.sceneView.addGestureRecognizer(tapGestureRecognizer)
Then add this method:
#objc func handleTapFrom(recognizer: UITapGestureRecognizer) {
let tapPoint = recognizer.location(in: self.sceneView)
let result = self.sceneView.hitTest(tapPoint, types: ARHitTestResult.ResultType.existingPlaneUsingExtent)
if result.count == 0 {
return
}
let hitResult = result.first
let box = SCNBox(width: 0.1, height: 0.1, length: 0.1, chamferRadius: 0)
let node = SCNNode(geometry: box)
node.physicsBody = SCNPhysicsBody(type: SCNPhysicsBodyType.static, shape: nil)
node.position = SCNVector3Make(hitResult.worldTransform.columns.3.x, hitResult.worldTransform.columns.3.y, hitResult.worldTransform.columns.3.z)
sceneView.scene.rootNode.addChildNode(node)
}
Then when you tap on a plane surface detected, it will add a box on the plane where you tapped.