Reputation: 1
I am parsing SVG image file and convert it paths into CAShapeLayer, after that I am adding this CAShapeLayer to UIImage View's layer. It's work fine, but the problem is that it does not fit to the UIImage View. That's output. Image 1. That's code of adding layers to UIImageView
if let svgURL = Bundle.main.url(forResource: "image", withExtension: "svg") {
let paths = SVGBezierPath.pathsFromSVG(at: svgURL)
for path in paths {
items.append(path)
let layer = createLayer(path: path)
layer.frame = self.backgroundIV.bounds
self.backgroundIV.layer.addSublayer(layer)
}
} // Create Layer from Paths Method
fileprivate func createLayer(path: SVGBezierPath) -> CAShapeLayer {
let shapeLayer = CAShapeLayer()
shapeLayer.path = path.cgPath
if let any = path.svgAttributes["stroke"] {
shapeLayer.strokeColor = (any as! CGColor)
}
if let any = path.svgAttributes["fill"] {
shapeLayer.fillColor = (any as! CGColor)
}
return shapeLayer
}
I Searched and added these two lines of code, i got this result
let scale = CGFloat(0.5)
for path in paths {
path.apply(CGAffineTransform(scaleX: scale, y: scale))
items.append(path)
let layer = createLayer(path: path)
layer.frame = self.backgroundIV.bounds
self.backgroundIV.layer.addSublayer(layer)
}
That's is output. Image 2
I don't know how to calculate scaleX
or scaleY
(using in CGAffineTransform
method) value according to uiImage View bounds
Edit Note: I am apply touch support to CAShapeLayer, That's code.
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?)
{
guard let point = touches.first?.location(in: self.backgroundIV),
let layers = self.backgroundIV.layer.sublayers
else { return }
var hitLayers: [CAShapeLayer] = []
selectedLayer?.lineWidth = CGFloat(0)
for subLayer in layers {
if let thisLayer = subLayer as? CAShapeLayer,
let pth = thisLayer.path {
let layerPoint: CGPoint = thisLayer.convert(point, from: self.backgroundIV.layer)
if pth.contains(layerPoint) {
// undoModel.append()
hitLayers.append(thisLayer)
}
}
}
selectedLayer = hitLayers.last
selectedLayer?.strokeColor = UIColor.red.cgColor
selectedLayer?.lineWidth = CGFloat(3)
undo.append(.init(stokeColor: nil, selectedLayer: selectedLayer, points: []))
if ((selectedLayer?.frame.contains(point)) != nil) {
isDragged = true
}
}
Upvotes: 0
Views: 331
Reputation: 77433
This is basically the same answer I gave you to your previous question about detecting touches on multiple layers.
The difference is, instead of using your code to create/add the layers, this example uses SVGImageView
which is part of PocketSVG
:
class BoxesViewController: UIViewController {
var backgroundIV: SVGImageView!
var detectMode: DetectMode = .All
var detectType: DetectType = .ShapePath
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .systemYellow
guard let svgURL = Bundle.main.url(forResource: "roundedboxes", withExtension: "svg") else {
fatalError("SVG file not found!!!")
}
backgroundIV = SVGImageView.init(contentsOf: svgURL)
backgroundIV.frame = view.bounds
backgroundIV.contentMode = .scaleAspectFit
backgroundIV.autoresizingMask = [.flexibleWidth, .flexibleHeight]
let modeControl = UISegmentedControl(items: ["All", "Top Most", "Bottom Most"])
let typeControl = UISegmentedControl(items: ["Shape Path", "Shape Bounding Box"])
modeControl.translatesAutoresizingMaskIntoConstraints = false
typeControl.translatesAutoresizingMaskIntoConstraints = false
backgroundIV.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(modeControl)
view.addSubview(typeControl)
view.addSubview(backgroundIV)
let g = view.safeAreaLayoutGuide
NSLayoutConstraint.activate([
modeControl.topAnchor.constraint(equalTo: g.topAnchor, constant: 40.0),
modeControl.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 40.0),
modeControl.trailingAnchor.constraint(equalTo: g.trailingAnchor, constant: -40.0),
typeControl.topAnchor.constraint(equalTo: modeControl.bottomAnchor, constant: 40.0),
typeControl.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 40.0),
typeControl.trailingAnchor.constraint(equalTo: g.trailingAnchor, constant: -40.0),
backgroundIV.topAnchor.constraint(equalTo: typeControl.bottomAnchor, constant: 40.0),
backgroundIV.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 40.0),
backgroundIV.trailingAnchor.constraint(equalTo: g.trailingAnchor, constant: -40.0),
backgroundIV.heightAnchor.constraint(equalTo: backgroundIV.widthAnchor),
])
modeControl.addTarget(self, action: #selector(modeChanged(_:)), for: .valueChanged)
typeControl.addTarget(self, action: #selector(typeChanged(_:)), for: .valueChanged)
modeControl.selectedSegmentIndex = 0
typeControl.selectedSegmentIndex = 0
// so we can see the frame of the image view
backgroundIV.backgroundColor = .white
}
@objc func modeChanged(_ sender: UISegmentedControl) -> Void {
switch sender.selectedSegmentIndex {
case 0:
detectMode = .All
case 1:
detectMode = .TopMost
case 2:
detectMode = .BottomMost
default:
()
}
}
@objc func typeChanged(_ sender: UISegmentedControl) -> Void {
switch sender.selectedSegmentIndex {
case 0:
detectType = .ShapePath
case 1:
detectType = .ShapeBounds
default:
()
}
}
fileprivate func createLayer(path: SVGBezierPath) -> CAShapeLayer {
let shapeLayer = CAShapeLayer()
shapeLayer.path = path.cgPath
if let any = path.svgAttributes["stroke"] {
shapeLayer.strokeColor = (any as! CGColor)
}
if let any = path.svgAttributes["fill"] {
shapeLayer.fillColor = (any as! CGColor)
}
return shapeLayer
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let point = touches.first?.location(in: self.backgroundIV),
// make sure backgroundIV has sublayers
let layers = self.backgroundIV.layer.sublayers
else { return }
var hitLayers: [CAShapeLayer] = []
// loop through all sublayers
for subLayer in layers {
// make sure
// it is a CAShapeLayer
// it has a path
if let thisLayer = subLayer as? CAShapeLayer,
let pth = thisLayer.path {
// clear the lineWidth... we'll reset it after getting the hit layers
thisLayer.lineWidth = 0
// convert touch point from backgroundIV.layer to thisLayer
let layerPoint: CGPoint = thisLayer.convert(point, from: self.backgroundIV.layer)
if detectType == .ShapePath {
// does the path contain the point?
if pth.contains(layerPoint) {
hitLayers.append(thisLayer)
}
} else if detectType == .ShapeBounds {
if pth.boundingBox.contains(layerPoint) {
hitLayers.append(thisLayer)
}
}
}
}
if detectMode == .All {
hitLayers.forEach { layer in
layer.strokeColor = UIColor.cyan.cgColor
layer.lineWidth = 3
}
} else if detectMode == .TopMost {
if let layer = hitLayers.last {
layer.strokeColor = UIColor.cyan.cgColor
layer.lineWidth = 3
}
} else if detectMode == .BottomMost {
if let layer = hitLayers.first {
layer.strokeColor = UIColor.cyan.cgColor
layer.lineWidth = 3
}
}
}
}
Now the SVG file is scaled to fit the view:
Upvotes: 0
Reputation: 1024
According to your updated question, calculating scale using view bounds
var paths = [SVGBezierPath]()
override func viewDidLoad() {
super.viewDidLoad()
if let svgURL = Bundle.main.url(forResource: "Freesample", withExtension: "svg") {
paths = SVGBezierPath.pathsFromSVG(at: svgURL)
backgroundIV.layer.borderColor = UIColor.black.withAlphaComponent(0.3).cgColor
backgroundIV.layer.borderWidth = 1
}
}
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
let svgBounds = SVGBoundingRectForPaths(paths)
var scale = CGFloat.zero
if backgroundIV.bounds.width < backgroundIV.bounds.height {
scale = backgroundIV.bounds.width / svgBounds.width
} else {
scale = backgroundIV.bounds.height / svgBounds.height
}
self.backgroundIV.layer.sublayers?.forEach { $0.removeFromSuperlayer() }
for path in paths {
path.apply(.init(scaleX: scale, y: scale))
let layer = createLayer(path: path)
layer.frame = self.backgroundIV.bounds
self.backgroundIV.layer.addSublayer(layer)
}
}
Upvotes: 0