I am working on a CATextLayer that I want to use in both Mac and iOS. Can I control the vertical alignment of the text within the layer?
In this particular case, I want to center it vertically -- but information about other vertical alignments would also be of interest.
EDIT: I found this, but I can't make it work.
The correct answer, as you've already found, is here in Objective-C and works for iOS. It works by subclassing the CATextLayer and overriding the drawInContext function.
However, I've made some improvements to the code, as shown below, using David Hoerl's code as a basis. The changes come solely in recalculating the vertical position of the text represented by the yDiff. I've tested it with my own code.
Here is the code for Swift users:
class LCTextLayer : CATextLayer {
// REF: http://lists.apple.com/archives/quartz-dev/2008/Aug/msg00016.html
// CREDIT: David Hoerl - https://github.com/dhoerl
// USAGE: To fix the vertical alignment issue that currently exists within the CATextLayer class. Change made to the yDiff calculation.
override func draw(in context: CGContext) {
let height = self.bounds.size.height
let fontSize = self.fontSize
let yDiff = (height-fontSize)/2 - fontSize/10
context.saveGState()
context.translateBy(x: 0, y: yDiff) // Use -yDiff when in non-flipped coordinates (like macOS's default)
super.draw(in: context)
context.restoreGState()
}
}
It is an late answer, but I have the same question these days, and have solved the problem with following investigation.
Vertical align depends on the text you need to draw, and the font you are using, so there is no one way solution to make it vertical for all cases.
But we can still calculate the vertical mid point for different cases.
According to apple's About Text Handling in iOS, we need to know how the text is drawn.
For example, I am trying to make vertical align for weekdays strings: Sun, Mon, Tue, ....
For this case, the height of the text depends on cap Height, and there is no descent for these characters. So if we need to make these text align to the middle, we can calculate the offset of the top of cap character, e.g. The position of the top of character "S".
According to the the figure below:
The top space for the capital character "S" would be
font.ascender - font.capHeight
And the bottom space for the capital character "S" would be
font.descender + font.leading
So we need to move "S" a little bit off the top by:
y = (font.ascender - font.capHeight + font.descender + font.leading + font.capHeight) / 2
That equals to:
y = (font.ascender + font.descender + font.leading) / 2
Then I can make the text vertical align middle.
Conclusion:
If your text does not include any character exceed the baseline, e.g. "p", "j", "g", and no character over the top of cap height, e.g. "f". The you can use the formula above to make the text align vertical.
y = (font.ascender + font.descender + font.leading) / 2
If your text include character below the baseline, e.g. "p", "j", and no character exceed the top of cap height, e.g. "f". Then the vertical formula would be:
y = (font.ascender + font.descender) / 2
If your text include does not include character drawn below the baseline, e.g. "j", "p", and does include character drawn above the cap height line, e.g. "f". Then y would be:
y = (font.descender + font.leading) / 2
If all characters would be occurred in your text, then y equals to:
y = font.leading / 2
Maybe to late for answer, but you can calculate size of text and then set position of textLayer. Also you need to put textLayer textAligment mode to "center"
CGRect labelRect = [text boundingRectWithSize:view.bounds.size options:NSStringDrawingUsesLineFragmentOrigin attributes:#{ NSFontAttributeName : [UIFont fontWithName:#"HelveticaNeue" size:17.0] } context:nil];
CATextLayer *textLayer = [CATextLayer layer];
[textLayer setString:text];
[textLayer setForegroundColor:[UIColor redColor].CGColor];
[textLayer setFrame:labelRect];
[textLayer setFont:CFBridgingRetain([UIFont fontWithName:#"HelveticaNeue" size:17.0].fontName)];
[textLayer setAlignmentMode:kCAAlignmentCenter];
[textLayer setFontSize:17.0];
textLayer.masksToBounds = YES;
textLayer.position = CGPointMake(CGRectGetMidX(view.bounds), CGRectGetMidY(view.bounds));
[view.layer addSublayer:textLayer];
Swift 3 version for regular and attributed strings.
class ECATextLayer: CATextLayer {
override open func draw(in ctx: CGContext) {
let yDiff: CGFloat
let fontSize: CGFloat
let height = self.bounds.height
if let attributedString = self.string as? NSAttributedString {
fontSize = attributedString.size().height
yDiff = (height-fontSize)/2
} else {
fontSize = self.fontSize
yDiff = (height-fontSize)/2 - fontSize/10
}
ctx.saveGState()
ctx.translateBy(x: 0.0, y: yDiff)
super.draw(in: ctx)
ctx.restoreGState()
}
}
thank #iamktothed, it works. following is swift 3 version:
class CXETextLayer : CATextLayer {
override init() {
super.init()
}
override init(layer: Any) {
super.init(layer: layer)
}
required init(coder aDecoder: NSCoder) {
super.init(layer: aDecoder)
}
override func draw(in ctx: CGContext) {
let height = self.bounds.size.height
let fontSize = self.fontSize
let yDiff = (height-fontSize)/2 - fontSize/10
ctx.saveGState()
ctx.translateBy(x: 0.0, y: yDiff)
super.draw(in: ctx)
ctx.restoreGState()
}
}
There is nothing stopping you from creating a CALayer hierarchy with a generic CALayer (container) that has the CATextLayer as a sublayer.
Instead of calculating font sizes for the CATextLayer, simply calculate the offset of the CATextLayer inside the CALayer so that it is vertically centred. If you set the alignment mode of the text layer to centred and make the width of the text layer the same as the enclosing container it also centres horizontally.
let container = CALayer()
let textLayer = CATextLayer()
// create the layer hierarchy
view.layer.addSublayer(container)
container.addSublayer(textLayer)
// Setup the frame for your container
...
// Calculate the offset of the text layer so that it is centred
let hOffset = (container.frame.size.height - textLayer.frame.size.height) * 0.5
textLayer.frame = CGRect(x:0.0, y: hOffset, width: ..., height: ...)
The sublayer frame is relative to its parent, so the calculation is fairly straightforward. No need to care at this point about font sizes. That's handled by your code dealing with the CATextLayer, not in the layout code.
Updating this thread (for single and multi line CATextLayer), combining some answers above.
class VerticalAlignedTextLayer : CATextLayer {
func calculateMaxLines() -> Int {
let maxSize = CGSize(width: frame.size.width, height: CGFloat(Float.infinity))
let font = UIFont(descriptor: self.font!.fontDescriptor, size: self.fontSize)
let charSize = font.lineHeight
let text = (self.string ?? "") as! NSString
let textSize = text.boundingRect(with: maxSize, options: .usesLineFragmentOrigin, attributes: [NSAttributedString.Key.font: font], context: nil)
let linesRoundedUp = Int(ceil(textSize.height/charSize))
return linesRoundedUp
}
override func draw(in context: CGContext) {
let height = self.bounds.size.height
let fontSize = self.fontSize
let lines = CGFloat(calculateMaxLines())
let yDiff = (height - lines * fontSize) / 2 - lines * fontSize / 10
context.saveGState()
context.translateBy(x: 0, y: yDiff) // Use -yDiff when in non-flipped coordinates (like macOS's default)
super.draw(in: context)
context.restoreGState()
}
}
gbk's code works. below is gbk's code updated for XCode 8 beta 6. Current as of 1 Oct 2016
Step 1. Subclass CATextLayer. In the code below I've named the subclass "MyCATextLayer" Outside your view controller class copy/paste the below code.
class MyCATextLayer: CATextLayer {
// REF: http://lists.apple.com/archives/quartz-dev/2008/Aug/msg00016.html
// CREDIT: David Hoerl - https://github.com/dhoerl
// USAGE: To fix the vertical alignment issue that currently exists within the CATextLayer class. Change made to the yDiff calculation.
override init() {
super.init()
}
required init(coder aDecoder: NSCoder) {
super.init(layer: aDecoder)
}
override func draw(in ctx: CGContext) {
let height = self.bounds.size.height
let fontSize = self.fontSize
let yDiff = (height-fontSize)/2 - fontSize/10
ctx.saveGState()
ctx.translateBy(x: 0.0, y: yDiff)
super.draw(in: ctx)
ctx.restoreGState()
}
}
Step 2. Within your view controller class in your ".swift" file, create your CATextLabel. In the code example I've named the subclass "MyDopeCATextLayer."
let MyDopeCATextLayer: MyCATextLayer = MyCATextLayer()
Step 3. Set your new CATextLayer with desired text/color/bounds/frame.
MyDopeCATextLayer.string = "Hello World" // displayed text
MyDopeCATextLayer.foregroundColor = UIColor.purple.cgColor //color of text is purple
MyDopeCATextLayer.frame = CGRect(x: 0, y:0, width: self.frame.width, height: self.frame.height)
MyDopeCATextLayer.font = UIFont(name: "HelveticaNeue-UltraLight", size: 5) //5 is ignored, set actual font size using ".fontSize" (below)
MyDopeCATextLayer.fontSize = 24
MyDopeCATextLayer.alignmentMode = kCAAlignmentCenter //Horizontally centers text. text is automatically centered vertically because it's set in subclass code
MyDopeCATextLayer.contentsScale = UIScreen.main.scale //sets "resolution" to whatever the device is using (prevents fuzzyness/blurryness)
Step 4. done
The code for Swift 3, based on code #iamktothed
If you use an attributed string for setting font properties, than you can use function size() from NSAttributedString to calculate height of string.
I think this code also resolve the problems described by #Enix
class LCTextLayer: CATextLayer {
override init() {
super.init()
}
override init(layer: Any) {
super.init(layer: layer)
}
required init(coder aDecoder: NSCoder) {
super.init(layer: aDecoder)
}
override open func draw(in ctx: CGContext) {
if let attributedString = self.string as? NSAttributedString {
let height = self.bounds.size.height
let stringSize = attributedString.size()
let yDiff = (height - stringSize.height) / 2
ctx.saveGState()
ctx.translateBy(x: 0.0, y: yDiff)
super.draw(in: ctx)
ctx.restoreGState()
}
}
}
I slightly modified this answer by #iamkothed. The differences are:
text height calculation is based on NSString.size(with: Attributes). I don't know if it's an improvement over (height-fontSize)/2 - fontSize/10, but I like to think that it is. Although, in my experience, NSString.size(with: Attributes) doesn't always return the most appropriate size.
added invertedYAxis property. It was useful for my purposes of exporting this CATextLayer subclass using AVVideoCompositionCoreAnimationTool. AVFoundation operates in "normal" y axis, and that's why I had to add this property.
Works only with NSString. You can use Swift's String class though, because it automatically casts to NSString.
It ignores CATextLayer.fontSize property and completely relies on CATextLayer.font property which MUST be a UIFont instance.
class VerticallyCenteredTextLayer: CATextLayer {
var invertedYAxis: Bool = true
override func draw(in ctx: CGContext) {
guard let text = string as? NSString, let font = self.font as? UIFont else {
super.draw(in: ctx)
return
}
let attributes = [NSAttributedString.Key.font: font]
let textSize = text.size(withAttributes: attributes)
var yDiff = (bounds.height - textSize.height) / 2
if !invertedYAxis {
yDiff = -yDiff
}
ctx.saveGState()
ctx.translateBy(x: 0.0, y: yDiff)
super.draw(in: ctx)
ctx.restoreGState()
}
}
class CenterTextLayer: CATextLayer {
override func draw(in ctx: CGContext) {
#if os(iOS) || os(tvOS)
let multiplier = CGFloat(1)
#elseif os(OSX)
let multiplier = CGFloat(-1)
#endif
let yDiff = (bounds.size.height - ((string as? NSAttributedString)?.size().height ?? fontSize)) / 2 * multiplier
ctx.saveGState()
ctx.translateBy(x: 0.0, y: yDiff)
super.draw(in: ctx)
ctx.restoreGState()
}
}
Credit goes to:
https://github.com/cemolcay/CenterTextLayer
So there is no "direct" way of doing this but you can accomplish the same thing by using text metrics:
http://developer.apple.com/library/ios/#documentation/UIKit/Reference/NSString_UIKit_Additions/Reference/Reference.html
... for example, find the size of the text then use that information to place it where you want in the parent layer. Hope this helps.
You need to know where CATextLayer will put the baseline of your text. Once you know that, offset the coordinate system within the layer, i.e. adjust bounds.origin.y by the difference between where the baseline normally sits and where you want it to be, given the metrics of the font.
CATextLayer is a bit of a black box and finding where the baseline will sit is a bit tricky - see my answer here for iOS - I've no idea what the behaviour is on Mac.
I'd like to propose a solution that takes multiline wrapping inside the available box into account:
final class CACenteredTextLayer: CATextLayer {
override func draw(in ctx: CGContext) {
guard let attributedString = string as? NSAttributedString else { return }
let height = self.bounds.size.height
let boundingRect: CGRect = attributedString.boundingRect(
with: CGSize(width: bounds.width,
height: CGFloat.greatestFiniteMagnitude),
options: NSString.DrawingOptions.usesLineFragmentOrigin,
context: nil)
let yDiff: CGFloat = (height - boundingRect.size.height) / 2
ctx.saveGState()
ctx.translateBy(x: 0.0, y: yDiff)
super.draw(in: ctx)
ctx.restoreGState()
}
}
Swift 5.3 for macOS
class VerticallyAlignedTextLayer : CATextLayer {
/* Credit - purebreadd - 6/24/2020
https://stackoverflow.com/questions/4765461/vertically-align-text-in-a-catextlayer
*/
func calculateMaxLines() -> Int {
let maxSize = CGSize(width: frame.size.width, height: frame.size.width)
let font = NSFont(descriptor: self.font!.fontDescriptor, size: self.fontSize)
let charSize = floor(font!.capHeight)
let text = (self.string ?? "") as! NSString
let textSize = text.boundingRect(with: maxSize, options: .usesLineFragmentOrigin, attributes: [NSAttributedString.Key.font: font!], context: nil)
let linesRoundedUp = Int(floor(textSize.height/charSize))
return linesRoundedUp
}
override func draw(in context: CGContext) {
let height = self.bounds.size.height
let fontSize = self.fontSize
let lines = CGFloat(calculateMaxLines())
let yDiff = -(height - lines * fontSize) / 2 - lines * fontSize / 6.5 // Use -(height - lines * fontSize) / 2 - lines * fontSize / 6.5 when in non-flipped coordinates (like macOS's default)
context.saveGState()
context.translateBy(x: 0, y: yDiff)
super.draw(in: context)
context.restoreGState()
}
}
Notice I am dividing fontSize by 6.5, which seems to work better for my application of this solution. Thanks #purebreadd!
As best I can tell, the answer to my question is "No."
Related
Hi all. I'm trying to find a way to remove the white space (circled in the screenshot) above and below the text in a UILabel. I googled a lot, but i can't figure out. Thanks for help!
As #Sweeper asks, i attaching my code
#IBDesignable final class LabelWithoutPadding: UILabel {
override func drawText(in rect: CGRect) {
guard let context = UIGraphicsGetCurrentContext() else {
// At the first, i thought that it was insets, but this did not help at all
// So this code doesn't fix my problem
let insets = UIEdgeInsets(top: 0, left: 0, bottom: 0, right: 0)
super.drawText(in: rect.inset(by: insets))
return
}
// Source https://stackoverflow.com/questions/35335068/how-to-use-coretext-to-replace-uilabel-in-swift
context.textMatrix = CGAffineTransform.identity;
// You can see height - 4
/*
It helped, but only for the bottom.
And it seems to me that this is a completely wrong decision.
Also, some labels stopped showing text because of this and the code below,
so I think that the solution has not been found.
*/
context.translateBy(x: 0, y: self.bounds.size.height - 4);
context.scaleBy(x: 1.0, y: -1.0);
let path = CGMutablePath()
path.addRect(self.bounds)
let str = NSMutableAttributedString(string: self.text ?? "")
// set font color
str.addAttribute(NSAttributedString.Key(rawValue: kCTForegroundColorAttributeName as String), value: self.textColor ?? Colors.contrastHighter , range: NSMakeRange(0, str.length))
// set font name & size
let fontRef = self.font ?? FontMaker.getFont(fontSize: 12, fontWeight: 400)
str.addAttribute(NSAttributedString.Key(rawValue: kCTFontAttributeName as String), value: fontRef, range:NSMakeRange(0, str.length))
let frameSetter = CTFramesetterCreateWithAttributedString(str)
let ctFrame = CTFramesetterCreateFrame(frameSetter, CFRangeMake(0, str.length), path, nil)
CTFrameDraw(ctFrame, context)
}
}
I have a CATiledLayer inside a NSView which is a documentView property of NSScrollView.
Storyboard setup is pretty straitforward: add NSScrollView to the default view controller and assign View class to the NSView of clipping view.
The following code draws a number of squares of random color. Scrolling works exactly as it should in CATiledLayer but zooming doesn't work very well:
Found tons of CATiledLayer problems and all the proposed solutions don't work for me (like subclassing with 0 fadeDuration or disabling CATransaction actions). I guess that setNeedsDisplay() screws it all but can't figure out the proper way to do that. If I use CALayer then I don't see the flashing issues but then I can't deal with large layers of thousands of boxes inside.
The View class source:
import Cocoa
import CoreGraphics
import Combine
let rows = 1000
let columns = 1000
let width = 50.0
let height = 50.0
class View: NSView {
typealias Coordinate = (x: Int, y: Int)
private let colors: [[CGColor]]
private let rect = CGRect(origin: .zero, size: CGSize(width: width, height: height))
private var store = Set<AnyCancellable>()
private var scale: CGFloat {
guard let scrollView = self.superview?.superview as? NSScrollView else { fatalError() }
return NSScreen.main!.backingScaleFactor * scrollView.magnification
}
required init?(coder: NSCoder) {
colors = (0..<rows).map { _ in (0..<columns).map { _ in .random } }
super.init(coder: coder)
setFrameSize(NSSize(width: width * CGFloat(columns), height: height * CGFloat(rows)))
wantsLayer = true
NotificationCenter.default.publisher(for: NSScrollView.didEndLiveMagnifyNotification).sink { [unowned self] _ in
self.layer?.contentsScale = scale
self.layer?.setNeedsDisplay()
}.store(in: &store)
}
override func makeBackingLayer() -> CALayer {
let layer = CATiledLayer()
layer.tileSize = CGSize(width: 1000, height: 1000)
return layer
}
override func draw(_ dirtyRect: NSRect) {
guard let context = NSGraphicsContext.current?.cgContext else { return }
let (min, max) = coordinates(in: dirtyRect)
context.translateBy(x: CGFloat(min.x) * width, y: CGFloat(min.y) * height)
(min.y...max.y).forEach { row in
context.saveGState()
(min.x...max.x).forEach { column in
context.setFillColor(colors[row][column])
context.addRect(rect)
context.drawPath(using: .fillStroke)
context.translateBy(x: width, y: 0)
}
context.restoreGState()
context.translateBy(x: 0, y: height)
}
}
private func coordinates(in rect: NSRect) -> (Coordinate, Coordinate) {
var minX = Int(rect.minX / width)
var minY = Int(rect.minY / height)
var maxX = Int(rect.maxX / width)
var maxY = Int(rect.maxY / height)
if minX >= columns {
minX = columns - 1
}
if maxX >= columns {
maxX = columns - 1
}
if minY >= rows {
minY = rows - 1
}
if maxY >= rows {
maxY = rows - 1
}
return ((minX, minY), (maxX, maxY))
}
}
extension CGColor {
class var random: CGColor {
let random = { CGFloat(arc4random_uniform(255)) / 255.0 }
return CGColor(red: random(), green: random(), blue: random(), alpha: random())
}
}
To be able to support zooming into a CATiledLayer, you set the layer's levelOfDetailBias. You don't need to observe the scroll view's magnification notifications, change the layers contentScale, or trigger manual redraws.
Here's a quick implementation that shows what kinds of dirtyRects you get at different zoom levels:
class View: NSView {
override init(frame frameRect: NSRect) {
super.init(frame: frameRect)
wantsLayer = true
}
required init?(coder: NSCoder) {
super.init(coder: coder)
wantsLayer = true
}
override func makeBackingLayer() -> CALayer {
let layer = CATiledLayer()
layer.tileSize = CGSize(width: 400, height: 400)
layer.levelsOfDetailBias = 3
return layer
}
override func draw(_ dirtyRect: NSRect) {
let context = NSGraphicsContext.current!
let scale = context.cgContext.ctm.a
NSColor.red.setFill()
dirtyRect.frame(withWidth: 10 / scale, using: .overlay)
NSColor.black.setFill()
let string: NSString = "Scale: \(scale)" as NSString
let attributes = [NSAttributedString.Key.font: NSFont.systemFont(ofSize: 40 / scale)]
let size = string.size(withAttributes: attributes)
string.draw(at: CGPoint(x: dirtyRect.midX - size.width / 2, y: dirtyRect.midY - size.height / 2),
withAttributes: attributes)
}
}
The current drawing contexts is already scaled to match the current zoom level (and the dirtyRect's get smaller and smaller for each level of detail down). You can extract the current scale from CGContext's transformation matrix as shown above, if needed.
I made an NSTextField subclass which adjusts its width with its content length. The idea (of overriding intrinsicContentSize) is from this question.
override var intrinsicContentSize: NSSize {
if isEditing {
if let fieldEditor =
self.window?.fieldEditor(false, for: self) as?
NSTextView
{
let rect = fieldEditor.layoutManager!.usedRect(
for: fieldEditor.textContainer!
)
let size = rect.size
return size
}
}
let size = self.cell!.cellSize
return size
}
However, there's an extra blank area after the last character. If I set the size.width manually (size.width -= 3.5, for example), the text will offset back and forth (horizontally) during editing.
I don't see this quirk in macOS's Finder when renaming its sidebar items. How to get rid of the extra space without making the text "jumping"?
Update 1:
I added a demo on GitHub.
Update 2:
Tried setting NSTextView's textContainerInset to a size of 0, 0, which doesn't solve the problem.
Update 3:
Updated the repo with #Михаил Масло 's answer. The text still jiggles during editing. The original implementation can be viewed by checking out the initial commit.
You can calculate size of the string with defined font directly try this (I've used your code in TableTextField.swift):
class TableTextField: NSTextField {
...
override var intrinsicContentSize: NSSize {
return stringValue.size(withConstraintedHeight: 1000, font: fieldEditor.font!)
}
...
}
extension String {
func size(withConstraintedHeight height: CGFloat, font: NSFont) -> CGSize {
let constraintRect = CGSize(width: .greatestFiniteMagnitude, height: height)
let boundingBox = self.boundingRect(with: constraintRect, options: .usesLineFragmentOrigin,
attributes: [NSAttributedStringKey.font: font], context: nil)
let size = boundingBox.size
return CGSize(width: size.width + 0.5, height: size.height)
}
}
I didn't tend to make it safe so probably you can make it better and exclude force-unwrap and following errors
I am trying to render text in a NSView canvas. I need to write three lines of text and ignore what's beyond. String.draw(in:withAttributes) with a provided rect seems perfect to do it. My code looks like this:
func renderText(_ string:String, x:Double, y:Double, numberOfLines: Int, withColor color:Color) -> Double {
let font = NSFont.boldSystemFont(ofSize: 11)
let lineHeight = Double(font.ascender + abs(font.descender) + font.leading)
let textHeight = lineHeight * Double(numberOfLines) + font.leading // three lines
let textRect = NSRect(x: x, y: y, width: 190, height: textHeight)
string.draw(in: textRect, withAttributes: [NSFontAttributeName: font, NSForegroundColorAttributeName: color])
return textHeight
}
renderText("Lorem ipsum...", x: 100, y: 100, numberOfLines: 3, withColor: NSColor.white)
Without adjustments, I get only two lines of text rendered:
I am following these guidelines: https://developer.apple.com/library/content/documentation/TextFonts/Conceptual/CocoaTextArchitecture/FontHandling/FontHandling.html#//apple_ref/doc/uid/TP40009459-CH5-SW18
I am missing something?
Ultimately your text makes it to the screen by calling upon the classes that comprise Cocoa's text architecture, so it makes sense to get information about line height directly from these classes. In the code below I've created an NSLayoutManager instance, and set its typesetter behaviour property to match the value of the typesetter that is ultimately used by the machinery created by the function drawInRect:withAttributes:. Calling the layout manager's defaultLineHeight method then gives you the height value you're after.
lazy var layoutManager: NSLayoutManager = {
var layoutManager = NSLayoutManager()
layoutManager.typesetterBehavior = .behavior_10_2_WithCompatibility
return layoutManager
}()
func renderText(_ string:String, x:Double, y:Double, numberOfLines: Int, withColor color:NSColor) -> Double {
let font = NSFont.boldSystemFont(ofSize: 11)
let textHeight = Double(layoutManager.defaultLineHeight(for: font)) * Double(numberOfLines)
let textRect = NSRect(x: x, y: y, width: 190, height: textHeight)
string.draw(in: textRect, withAttributes: [NSFontAttributeName: font, NSForegroundColorAttributeName: color])
return textHeight
}
You are writing your text into a precise typographic bounds, but the system may adjust the size of the text for on-screen presentation to make the text more legible (e.g. substitute screen fonts for for vector fonts). Using an exact typographic bounds can also cause problems for characters with ascenders or descenders that fall outside of bounds. For example the "A-ring" character or a capital E with an grave accent.
To find the bounds of text using rules of the CGContext that it will be drawn in I suggest boundingRectWithSize:options:context: (for NSAttributedString) and boundingRectWithSize:options:attributes:context: (for NSString)
I would try adding a small delta to textHeight -- Doubles are perfectly accurate.
Ok I'm at my wits end. I'm new to MapKit and writing a health stats app that plots data on a MKMapView relative to where patients live. I can drop annotations, and draw polygons of postcode areas with no problem.
However I'd like to write text on the map polygon (and not an annotation).
Here's my code, I've subclassed MKPolygonRender to access drawRect.
Polygons are perfect but no text. I've tried write to the first point in the polygon (I will find centre eventually)
Been stuck for several nights so really grateful.
class PolygonRender: MKPolygonRenderer {
var point:CGPoint!
override init(overlay: MKOverlay) {
super.init(overlay: overlay)
}
override func drawMapRect(mapRect: MKMapRect, zoomScale: MKZoomScale, inContext context: CGContext) {
super.drawMapRect(mapRect, zoomScale: zoomScale, inContext: context)
let mapRect:MKMapRect = self.overlay.boundingMapRect
let rect:CGRect = self.rectForMapRect(mapRect)
UIGraphicsPushContext(context)
var bPath = UIBezierPath()
//let polygon:MKPolygon = self.polygon
super.fillColor = UIColor.yellowColor()
let points = self.polygon.points()
let pointCount = self.polygon.pointCount
var point:CGPoint = self.pointForMapPoint(points[0])
bPath.moveToPoint(point)
for var i = 1; i < pointCount; i++ {
point = self.pointForMapPoint(points[i])
bPath.addLineToPoint(point)
}
bPath.closePath()
bPath.addClip()
let roadWidth:CGFloat = MKRoadWidthAtZoomScale(zoomScale)
let attributes: [String: AnyObject] = [
NSForegroundColorAttributeName : UIColor.blackColor(),
NSFontAttributeName : UIFont.systemFontOfSize(5 * roadWidth)]
let centerPoint = pointForMapPoint(points[0])
print(centerPoint)
let string:NSString = "Hello world"
string.drawAtPoint(centerPoint, withAttributes: attributes)
UIGraphicsPopContext()
}
Generally you do it right but I think the font size is too small to see the text.
Try to set font size to value like 100 or bigger to find out the text is there, but you will need to zoom in.
Example:
public override func draw(_ mapRect: MKMapRect, zoomScale: MKZoomScale, in context: CGContext) {
let rect:CGRect = self.rect(for: mapRect)
UIGraphicsPushContext(context);
// ...
UIGraphicsPushContext(context);
UIColor.black.setStroke()
context.setLineWidth(1)
context.stroke(rect.insetBy(dx: 0.5, dy: 0.5))
let paragraphStyle = NSMutableParagraphStyle()
paragraphStyle.alignment = .center
let attributes = [NSAttributedStringKey.paragraphStyle : paragraphStyle,
NSAttributedStringKey.font : UIFont.systemFont(ofSize: 100.0),
NSAttributedStringKey.foregroundColor : UIColor.black]
"\(rect.size)".draw(in: rect, withAttributes: attributes)
UIGraphicsPopContext();
}
Image below shows how on the map is displayed text with font size 100 when the rect size is 1024x1024