QuartzDemo/QuartzImages.m

/*
     File: QuartzImages.m
 Abstract: Demonstrates using Quartz for drawing images (QuartzImageView), PDF files (QuartzPDFView), and text (QuartzTextView).
  Version: 3.0
 
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*/
 
#import "QuartzImages.h"
 
 
@implementation QuartzImageView
{
    CGImageRef _image;
}
 
-(void)drawInContext:(CGContextRef)context
{
    CGRect imageRect;
    imageRect.origin = CGPointMake(8.0, 8.0);
    imageRect.size = CGSizeMake(64.0, 64.0);
    
    // Note: The images are actually drawn upside down because Quartz image drawing expects
    // the coordinate system to have the origin in the lower-left corner, but a UIView
    // puts the origin in the upper-left corner. For the sake of brevity (and because
    // it likely would go unnoticed for the image used) this is not addressed here.
    // For the demonstration of PDF drawing however, it is addressed, as it would definately
    // be noticed, and one method of addressing it is shown there.
 
    // Draw the image in the upper left corner (0,0) with size 64x64
    CGContextDrawImage(context, imageRect, self.image);
    
    // Tile the same image across the bottom of the view
    // CGContextDrawTiledImage() will fill the entire clipping area with the image, so to avoid
    // filling the entire view, we'll clip the view to the rect below. This rect extends
    // past the region of the view, but since the view's rectangle has already been applied as a clip
    // to our drawing area, it will be intersected with this rect to form the final clipping area
    CGContextClipToRect(context, CGRectMake(0.0, 80.0, self.bounds.size.width, self.bounds.size.height));
    
    // The origin of the image rect works similarly to the phase parameter for SetLineDash and
    // SetPatternPhase and specifies where in the coordinate system the "first" image is drawn.
    // The size (previously set to 64x64) specifies the size the image is scaled to before being tiled.
    imageRect.origin = CGPointMake(32.0, 112.0);
    CGContextDrawTiledImage(context, imageRect, self.image);
    
    // Highlight the "first" image from the DrawTiledImage call.
    CGContextSetRGBFillColor(context, 1.0, 0.0, 0.0, 0.5);
    CGContextFillRect(context, imageRect);
    // And stroke the clipped area
    CGContextSetLineWidth(context, 3.0);
    CGContextSetRGBStrokeColor(context, 1.0, 0.0, 0.0, 1.0);
    CGContextStrokeRect(context, CGContextGetClipBoundingBox(context));
}
 
 
- (CGImageRef)image
{
    if (_image == NULL)
    {
        NSString *imagePath = [[NSBundle mainBundle] pathForResource:@"Demo" ofType:@"png"];
        UIImage *img = [UIImage imageWithContentsOfFile:imagePath];
        _image = CGImageRetain(img.CGImage);
    }
    return _image;
 
}
 
 
-(void)dealloc
{
    CGImageRelease(_image);
}
 
 
@end
 
 
 
 
 
#pragma mark -
 
@implementation QuartzPDFView
{
    CGPDFDocumentRef _pdfDocument;
}
 
 
-(void)drawInContext:(CGContextRef)context
{
    // PDF page drawing expects a Lower-Left coordinate system, so we flip the coordinate system
    // before we start drawing.
    CGContextTranslateCTM(context, 0.0, self.bounds.size.height);
    CGContextScaleCTM(context, 1.0, -1.0);
    
    // Grab the first PDF page
    CGPDFPageRef page = CGPDFDocumentGetPage(self.pdfDocument, 1);
    // We're about to modify the context CTM to draw the PDF page where we want it, so save the graphics state in case we want to do more drawing
    CGContextSaveGState(context);
    // CGPDFPageGetDrawingTransform provides an easy way to get the transform for a PDF page. It will scale down to fit, including any
    // base rotations necessary to display the PDF page correctly. 
    CGAffineTransform pdfTransform = CGPDFPageGetDrawingTransform(page, kCGPDFCropBox, self.bounds, 0, true);
    // And apply the transform.
    CGContextConcatCTM(context, pdfTransform);
    // Finally, we draw the page and restore the graphics state for further manipulations!
    CGContextDrawPDFPage(context, page);
    CGContextRestoreGState(context);
}
 
 
-(CGPDFDocumentRef)pdfDocument
{
    if (_pdfDocument == NULL)
    {
        CFURLRef pdfURL = CFBundleCopyResourceURL(CFBundleGetMainBundle(), CFSTR("Quartz.pdf"), NULL, NULL);
        _pdfDocument = CGPDFDocumentCreateWithURL((CFURLRef)pdfURL);
        CFRelease(pdfURL);
    }
    return _pdfDocument;
}
 
 
-(void)dealloc
{
    CGPDFDocumentRelease(_pdfDocument);
}
 
@end
 
 
 
#pragma mark -
 
@implementation QuartzTextView
 
#define kTextString "Hello From Quartz"
#define kTextStringLength strlen(kTextString)
 
-(void)drawInContext:(CGContextRef)context
{
    CGContextSetRGBFillColor(context, 1.0, 1.0, 1.0, 1.0);
    CGContextSetRGBStrokeColor(context, 1.0, 0.0, 0.0, 1.0);
 
    // Some initial setup for our text drawing needs.
    // First, we will be doing our drawing in Helvetica-36pt with the MacRoman encoding.
    // This is an 8-bit encoding that can reference standard ASCII characters
    // and many common characters used in the Americas and Western Europe.
    CGContextSelectFont(context, "Helvetica", 36.0, kCGEncodingMacRoman);
    // Next we set the text matrix to flip our text upside down. We do this because the context itself
    // is flipped upside down relative to the expected orientation for drawing text (much like the case for drawing Images & PDF).
    CGContextSetTextMatrix(context, CGAffineTransformMakeScale(1.0, -1.0));
    // And now we actually draw some text. This screen will demonstrate the typical drawing modes used.
    CGContextSetTextDrawingMode(context, kCGTextFill);
    CGContextShowTextAtPoint(context, 10.0, 30.0, kTextString, kTextStringLength);
    CGContextSetTextDrawingMode(context, kCGTextStroke);
    CGContextShowTextAtPoint(context, 10.0, 70.0, kTextString, kTextStringLength);
    CGContextSetTextDrawingMode(context, kCGTextFillStroke);
    CGContextShowTextAtPoint(context, 10.0, 110.0, kTextString, kTextStringLength);
    
    // Now lets try the more complex Glyph functions. These functions allow you to draw any glyph available in a font,
    // but provide no assistance with converting characters to glyphs or layout, and as such require considerably more knowledge
    // of text to use correctly. Specifically, you need to understand Unicode encoding and how to interpret the information
    // present in the font itself, such as the cmap table.
    // To get you started, we are going to do the minimum necessary to draw a glyphs into the current context.
    CGFontRef helvetica = CGFontCreateWithFontName((CFStringRef)@"Helvetica");
    CGContextSetFont(context, helvetica);
    CGContextSetFontSize(context, 12.0);
    CGContextSetTextDrawingMode(context, kCGTextFill);
    // Next we'll display lots of glyphs from the font. 
    CGGlyph start = 0;
    for(int y = 0; y < 20; ++y)
    {
        CGGlyph glyphs[32];
        for(int i = 0; i < 32; ++i)
        {
            glyphs[i] = start + i;
        }
        start += 32;
        CGContextShowGlyphsAtPoint(context, 10.0, 150.0 + 12 * y, glyphs, 32);
    }
    CGFontRelease(helvetica);
}
 
@end