Implement tailor made data structure and logic for text on a path rendering.

Remove postinstall script and dependencies on PerformanceBezier & QuartzBookPack.
This commit is contained in:
Mikael Sand
2017-12-28 05:23:38 +02:00
parent ec2a967592
commit b9959c779c
9 changed files with 396 additions and 137 deletions
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/*
Erica Sadun, http://ericasadun.com
*/
#import <UIKit/UIKit.h>
#import <Foundation/Foundation.h>
#define NULLPOINT CGRectNull.origin
#define POINT_IS_NULL(_POINT_) CGPointEqualToPoint(_POINT_, NULLPOINT)
@interface BezierElement : NSObject
// Element storage
@property (nonatomic, assign) CGPathElementType elementType;
@property (nonatomic, assign) CGPoint point;
@property (nonatomic, assign) CGPoint controlPoint1;
@property (nonatomic, assign) CGPoint controlPoint2;
// Instance creation
+ (instancetype) elementWithPathElement: (CGPathElement) element;
@end;
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/*
Erica Sadun, http://ericasadun.com
*/
#import "BezierElement.h"
#pragma mark - Bezier Element -
@implementation BezierElement
- (instancetype) init
{
self = [super init];
if (self)
{
_elementType = kCGPathElementMoveToPoint;
_point = NULLPOINT;
_controlPoint1 = NULLPOINT;
_controlPoint2 = NULLPOINT;
}
return self;
}
+ (instancetype) elementWithPathElement: (CGPathElement) element
{
BezierElement *newElement = [[self alloc] init];
newElement.elementType = element.type;
switch (newElement.elementType)
{
case kCGPathElementCloseSubpath:
break;
case kCGPathElementMoveToPoint:
case kCGPathElementAddLineToPoint:
{
newElement.point = element.points[0];
break;
}
case kCGPathElementAddQuadCurveToPoint:
{
newElement.point = element.points[1];
newElement.controlPoint1 = element.points[0];
break;
}
case kCGPathElementAddCurveToPoint:
{
newElement.point = element.points[2];
newElement.controlPoint1 = element.points[0];
newElement.controlPoint2 = element.points[1];
break;
}
default:
break;
}
return newElement;
}
@end
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//
// UIBezierPath+TextRendering.h
// RNSVG
//
// Created by Mikael Sand on 27/12/2017.
//
#import <UIKit/UIKit.h>
@interface UIBezierPath (TextRendering)
- (void (^)(CGFloat *lengthP, NSInteger *lineCountP, NSMutableArray * lengthsP, NSMutableArray * linesP, BOOL *isClosedP)) getTextProperties;
@end
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//
// UIBezierPath+TextRendering.m
// RNSVG
//
// Created by Mikael Sand on 27/12/2017.
//
#import "UIBezierPath+TextRendering.h"
#import "BezierElement.h"
static CGFloat idealFlatness = .01;
/**
* returns the distance between two points
*/
CGFloat distance(CGPoint p1, CGPoint p2)
{
CGFloat dx = p2.x - p1.x;
CGFloat dy = p2.y - p1.y;
return sqrt(dx*dx + dy*dy);
}
/**
* returns the dot product of two coordinates
*/
CGFloat dotProduct(const CGPoint p1, const CGPoint p2) {
return p1.x * p2.x + p1.y * p2.y;
}
/**
* returns the shortest distance from a point to a line
*/
CGFloat distanceOfPointToLine(CGPoint point, CGPoint start, CGPoint end){
CGPoint v = CGPointMake(end.x - start.x, end.y - start.y);
CGPoint w = CGPointMake(point.x - start.x, point.y - start.y);
CGFloat c1 = dotProduct(w, v);
CGFloat c2 = dotProduct(v, v);
CGFloat d;
if (c1 <= 0) {
d = distance(point, start);
}
else if (c2 <= c1) {
d = distance(point, end);
}
else {
CGFloat b = c1 / c2;
CGPoint Pb = CGPointMake(start.x + b * v.x, start.y + b * v.y);
d = distance(point, Pb);
}
return d;
}
/**
* calculate the point on a bezier at time t
* where 0 < t < 1
*/
CGPoint bezierPointAtT(const CGPoint bez[4], CGFloat t)
{
CGPoint q;
CGFloat mt = 1 - t;
CGPoint bez1[4];
CGPoint bez2[4];
q.x = mt * bez[1].x + t * bez[2].x;
q.y = mt * bez[1].y + t * bez[2].y;
bez1[1].x = mt * bez[0].x + t * bez[1].x;
bez1[1].y = mt * bez[0].y + t * bez[1].y;
bez2[2].x = mt * bez[2].x + t * bez[3].x;
bez2[2].y = mt * bez[2].y + t * bez[3].y;
bez1[2].x = mt * bez1[1].x + t * q.x;
bez1[2].y = mt * bez1[1].y + t * q.y;
bez2[1].x = mt * q.x + t * bez2[2].x;
bez2[1].y = mt * q.y + t * bez2[2].y;
bez1[3].x = bez2[0].x = mt * bez1[2].x + t * bez2[1].x;
bez1[3].y = bez2[0].y = mt * bez1[2].y + t * bez2[1].y;
return CGPointMake(bez1[3].x, bez1[3].y);
}
// Subdivide a Bézier (specific division)
void subdivideBezierAtT(const CGPoint bez[4], CGPoint bez1[4], CGPoint bez2[4], CGFloat t)
{
CGPoint q;
CGFloat mt = 1 - t;
bez1[0].x = bez[0].x;
bez1[0].y = bez[0].y;
bez2[3].x = bez[3].x;
bez2[3].y = bez[3].y;
q.x = mt * bez[1].x + t * bez[2].x;
q.y = mt * bez[1].y + t * bez[2].y;
bez1[1].x = mt * bez[0].x + t * bez[1].x;
bez1[1].y = mt * bez[0].y + t * bez[1].y;
bez2[2].x = mt * bez[2].x + t * bez[3].x;
bez2[2].y = mt * bez[2].y + t * bez[3].y;
bez1[2].x = mt * bez1[1].x + t * q.x;
bez1[2].y = mt * bez1[1].y + t * q.y;
bez2[1].x = mt * q.x + t * bez2[2].x;
bez2[1].y = mt * q.y + t * bez2[2].y;
bez1[3].x = bez2[0].x = mt * bez1[2].x + t * bez2[1].x;
bez1[3].y = bez2[0].y = mt * bez1[2].y + t * bez2[1].y;
}
void addLine(CGPoint *last, const CGPoint *next, NSMutableArray *lines, CGFloat *length, NSMutableArray *lengths) {
NSArray *line = @[[NSValue valueWithCGPoint:*last], [NSValue valueWithCGPoint:*next]];
[lines addObject:line];
*length += distance(*last, *next);
[lengths addObject:[NSNumber numberWithDouble:*length]];
*last = *next;
}
// Convert one element to BezierElement and save to array
void GetBezierElements(void *info, const CGPathElement *element)
{
NSMutableArray *bezierElements = (__bridge NSMutableArray *)info;
if (element)
[bezierElements addObject:[BezierElement elementWithPathElement:*element]];
}
@implementation UIBezierPath (TextRendering)
// Retrieve array of component elements
- (NSArray *) elements
{
NSMutableArray *elements = [NSMutableArray array];
CGPathApply(self.CGPath, (__bridge void *)elements, GetBezierElements);
return elements;
}
- (void (^)(CGFloat *, NSInteger *, NSMutableArray *, NSMutableArray *, BOOL *)) getTextProperties{
return ^(CGFloat *lengthP, NSInteger *lineCountP, NSMutableArray * lengths, NSMutableArray * lines, BOOL *isClosedP) {
__block CGPoint origin = CGPointMake (0.0, 0.0);
__block CGPoint last = CGPointMake (0.0, 0.0);
__block NSInteger lineCount = 0;
__block CGFloat length = 0;
__block BOOL isClosed = NO;
NSArray * elements = self.elements;
for (BezierElement *element in elements) {
switch (element.elementType)
{
case kCGPathElementMoveToPoint:
origin = last = element.point;
break;
case kCGPathElementAddLineToPoint: {
CGPoint next = element.point;
addLine(&last, &next, lines, &length, lengths);
lineCount++;
break;
}
case kCGPathElementAddQuadCurveToPoint:
case kCGPathElementAddCurveToPoint:
{
// handle both curve types gracefully
CGPoint curveTo;
CGPoint ctrl1;
CGPoint ctrl2;
if (element.elementType == kCGPathElementAddQuadCurveToPoint) {
curveTo = element.point;
ctrl1 = element.controlPoint1;
ctrl2 = ctrl1;
} else if (element.elementType == kCGPathElementAddCurveToPoint) {
curveTo = element.point;
ctrl1 = element.controlPoint1;
ctrl2 = element.controlPoint2;
} else {
break;
}
// ok, this is the bezier for our current element
CGPoint bezier[4] = { last, ctrl1, ctrl2, curveTo };
// define our recursive function that will
// help us split the curve up as needed
void (^__block flattenCurve)(CGPoint bez[4]) = ^(CGPoint bez[4]){
// calculate the error rate of the curve vs
// a line segement between the start and end points
CGPoint onCurve = bezierPointAtT(bez, .5);
CGPoint next = bez[3];
CGFloat error = distanceOfPointToLine(onCurve, last, next);
// if the error is less than our accepted level of error,
// then add a line,
// otherwise, split the curve in half and recur
if (error <= idealFlatness) {
addLine(&last, &next, lines, &length, lengths);
lineCount++;
} else {
CGPoint bez1[4], bez2[4];
subdivideBezierAtT(bez, bez1, bez2, .5);
flattenCurve(bez1);
flattenCurve(bez2);
}
};
flattenCurve(bezier);
last = curveTo;
break;
}
case kCGPathElementCloseSubpath: {
CGPoint next = origin;
addLine(&last, &next, lines, &length, lengths);
lineCount++;
isClosed = YES;
break;
}
default:
break;
}
}
*lineCountP = lineCount;
*isClosedP = isClosed;
*lengthP = length;
};
}
@end