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@radiatoryang
radiatoryang / TriplanarWorld.shader
Created February 6, 2013 19:24
a triplanar / procedural UV / world space UV shader for Unity, cobbled together bits from @quickfingerz and @Farfarer
Shader "Tri-Planar World" {
Properties {
_Side("Side", 2D) = "white" {}
_Top("Top", 2D) = "white" {}
_Bottom("Bottom", 2D) = "white" {}
_SideScale("Side Scale", Float) = 2
_TopScale("Top Scale", Float) = 2
_BottomScale ("Bottom Scale", Float) = 2
}
@mpospese
mpospese / CGRectIntegralScaled.m
Created February 28, 2013 03:34
Pixel aligns rectangles, taking the device's screen scale into account.
CGRect CGRectIntegralScaledEx(CGRect rect, CGFloat scale)
{
return CGRectMake(floorf(rect.origin.x * scale) / scale, floorf(rect.origin.y * scale) / scale, ceilf(rect.size.width * scale) / scale, ceilf(rect.size.height * scale) / scale);
}
CGRect CGRectIntegralScaled(CGRect rect)
{
return CGRectIntegralScaledEx(rect, [[UIScreen mainScreen] scale]);
}
@krzysztofzablocki
krzysztofzablocki / Asserts
Created July 3, 2013 18:52
My take on assertions, code sample accompanying blog post at http://merowing.info/2013/07/expanded-use-of-asserts/
typedef NS_ENUM(NSInteger, kErrorCode) {
kErrorCodeInternal = 431432,
};
//! generate error and log it.
extern NSError *pixle_NSErrorMake(NSString *message, NSUInteger code, NSDictionary *aUserInfo, SEL selector);
#define AssertTrueOrReturnBlock(condition, block) do{ NSAssert((condition), @"Invalid condition not satisfying: %s", #condition);\
if(!(condition)) { block(pixle_NSErrorMake([NSString stringWithFormat:@"Invalid condition not satisfying: %s", #condition], kErrorCodeInternal, nil, _cmd)); return;} }while(0)
@74hc595
74hc595 / units.swift
Created June 11, 2014 04:09
Experimenting with type-safe unit calculations in Swift
// Playground - noun: a place where people can play
import Cocoa
protocol UnitBase {
class var unitLabel:String { get }
}
// T: the unit
// U: its inverse
@nicklockwood
nicklockwood / Hacking UIView Animation Blocks.md
Last active June 18, 2024 15:35
This article was originally written for objc.io issue 12, but didn't make the cut. It was intended to be read in the context of the other articles, so if you aren't familiar with concepts such as CALayer property animations and the role of actionForKey:, read the articles in that issue first.

Hacking UIView animation blocks for fun and profit

In this article, I'm going to explore a way that we can create views that implement custom Core Animation property animations in a natural way.

As we know, layers in iOS come in two flavours: Backing layers and hosted layers. The only difference between them is that the view acts as the layer delegate for its backing layer, but not for any hosted sublayers.

In order to implement the UIView transactional animation blocks, UIView disables all animations by default and then re-enables them individually as required. It does this using the actionForLayer:forKey: method.

Somewhat strangely, UIView doesn't enable animations for every property that CALayer does by default. A notable example is the layer.contents property, which is animatable by default for a hosted layer, but cannot be animated using a UIView animation block.

@davidfowl
davidfowl / dotnetlayout.md
Last active July 22, 2024 09:49
.NET project structure
$/
  artifacts/
  build/
  docs/
  lib/
  packages/
  samples/
  src/
 tests/
@andymatuschak
andymatuschak / MultiDirectionAdjudicatingScrollView.swift
Created January 26, 2015 19:31
Source for the Khan Academy app's unusual scrolling interactions
//
// MultiDirectionAdjudicatingScrollView.swift
// Khan Academy
//
// Created by Andy Matuschak on 12/16/14.
// Copyright (c) 2014 Khan Academy. All rights reserved.
//
import UIKit
import UIKit.UIGestureRecognizerSubclass
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class CompanionCamera : MonoBehaviour {
// Debug shortcut keys:
public KeyCode modifier;
public KeyCode toggleButton;
// If true, this will permanently disable the SteamVR companion camera.
using UnityEngine;
using System.Collections;
public class LinkedCamera : MonoBehaviour {
// What transform to chase:
public Transform target;
// Debug keyboard controls:
public KeyCode modifier;
public KeyCode incSmooth;
using UnityEngine;
using System.Collections;
public class CameraSmooth
: MonoBehaviour
{
public Camera cameraTarget;
public Camera cameraSelf;
public bool enableSmooth = true;