I am attempting to make an analog clock using CoreGraphics.
My problem is that I do not know how to rotate the text of the numerals.
The general process of the code is as follows:
First I rotate the context, then, if applicable I draw a number; repeat.
The complete Playground
import UIKit
import Foundation
import XCPlayground
class ClockFace: UIView {
func drawText(context: CGContextRef, text: NSString, attributes: [String: AnyObject], x: CGFloat, y: CGFloat) -> CGSize {
CGContextTranslateCTM(context, 0, 0)
CGContextScaleCTM(context, 1, -1)
let font = attributes[NSFontAttributeName] as! UIFont
let attributedString = NSAttributedString(string: text as String, attributes: attributes)
let textSize = text.sizeWithAttributes(attributes)
let textPath = CGPathCreateWithRect(CGRect(x: -x, y: y + font.descender, width: ceil(textSize.width), height: ceil(textSize.height)), nil)
let frameSetter = CTFramesetterCreateWithAttributedString(attributedString)
let frame = CTFramesetterCreateFrame(frameSetter, CFRange(location: 0, length: attributedString.length), textPath, nil)
CTFrameDraw(frame, context)
return textSize
}
override func drawRect(rect: CGRect) {
let ctx: CGContext? = UIGraphicsGetCurrentContext()
var nums: Int = 0
for i in 0..<60 {
CGContextSaveGState(ctx)
CGContextTranslateCTM(ctx, rect.width / 2, rect.height / 2)
CGContextRotateCTM(ctx, CGFloat(6.0 * Double(i) * M_PI / 180))
CGContextMoveToPoint(ctx, 72, 0)
if (i % 5 == 0) {
nums++
drawText(ctx!, text: "\(nums)", attributes: [NSForegroundColorAttributeName : UIColor.blackColor().CGColor, NSFontAttributeName : UIFont.systemFontOfSize(12)], x: 42, y: 0)
}
CGContextRestoreGState(ctx)
}
}
}
let myView = ClockFace(frame: CGRectMake(0, 0, 150, 150))
myView.backgroundColor = .lightGrayColor()
XCPShowView("", view: myView)
Hence my question, how does one rotate Core Text with Swift?
These 15 lines took me over 8 hours, gobs of StackOverflow searches (many with answers that didn't/no long work!), to figure out.
Beware of solutions that use CTLineDraw. For CTLineDraw, you have to change cgContext.textMatrix to do the rotation and I got very strange/unreliable results. Generating a frame and then rotating that frame proved MUCH more reliable.
Using Swift 5.2...
func drawCenteredString(
cgContext: CGContext,
string: String,
targetCenter: CGPoint,
angleClockwise: Angle,
uiFont: UIFont
) {
let attrString = NSAttributedString(string: string, attributes: [NSAttributedString.Key.font: uiFont])
let textSize = attrString.size()
let textPath = CGPath(rect: CGRect(x: CGFloat(-textSize.width/2), y: -uiFont.ascender / 2, width: ceil(textSize.width), height: ceil(textSize.height)), transform: nil)
let frameSetter = CTFramesetterCreateWithAttributedString(attrString)
let frame = CTFramesetterCreateFrame(frameSetter, CFRange(location: 0, length: attrString.length), textPath, nil)
cgContext.saveGState()
cgContext.translateBy(x: targetCenter.x, y: targetCenter.y)
cgContext.scaleBy(x: 1, y: -1)
cgContext.rotate(by: CGFloat(-angleClockwise.radians))
CTFrameDraw(frame, cgContext)
cgContext.restoreGState()
}
You can implement CGAffineTransform via CGContextSetTextMatrix() to rotate texts. Ex:
...
let frame = CTFramesetterCreateFrame(frameSetter, CFRange(location: 0, length: attributedString.length), textPath, nil)
CGContextSetTextMatrix(context, CGAffineTransformMakeRotation(CGFloat(M_PI)))
CTFrameDraw(frame, context)
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