Created
December 8, 2011 17:50
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TilingView
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#import <UIKit/UIKit.h> | |
typedef UIImage*(^getTile)(CGFloat scale, int row, int col); | |
@interface TilingView : UIView { | |
getTile getTile; | |
} | |
- (id)initWithSize:(CGSize)size levelsOfDetail:(NSInteger)levelsOfDetail tileSize:(CGSize)tileSize; | |
@property (nonatomic,copy) getTile getTile; | |
@end |
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#import "TilingView.h" | |
#import <QuartzCore/CATiledLayer.h> | |
@implementation TilingView | |
@synthesize getTile; | |
+ (Class)layerClass { | |
return [CATiledLayer class]; | |
} | |
- (id)initWithSize:(CGSize)size levelsOfDetail:(NSInteger)levelsOfDetail tileSize:(CGSize)tileSize { | |
self = [super initWithFrame:CGRectMake(0, 0, size.width, size.height)]; | |
if (self) { | |
CATiledLayer *tiledLayer = (CATiledLayer *)[self layer]; | |
tiledLayer.levelsOfDetail = levelsOfDetail; | |
tiledLayer.tileSize = tileSize; | |
} | |
return self; | |
} | |
- (void)drawRect:(CGRect)rect { | |
CGContextRef context = UIGraphicsGetCurrentContext(); | |
// get the scale from the context by getting the current transform matrix, then asking for | |
// its "a" component, which is one of the two scale components. We could also ask for "d". | |
// This assumes (safely) that the view is being scaled equally in both dimensions. | |
CGFloat scale = CGContextGetCTM(context).a; | |
CATiledLayer *tiledLayer = (CATiledLayer *)[self layer]; | |
CGSize tileSize = tiledLayer.tileSize; | |
// Even at scales lower than 100%, we are drawing into a rect in the coordinate system of the full | |
// image. One tile at 50% covers the width (in original image coordinates) of two tiles at 100%. | |
// So at 50% we need to stretch our tiles to double the width and height; at 25% we need to stretch | |
// them to quadruple the width and height; and so on. | |
// (Note that this means that we are drawing very blurry images as the scale gets low. At 12.5%, | |
// our lowest scale, we are stretching about 6 small tiles to fill the entire original image area. | |
// But this is okay, because the big blurry image we're drawing here will be scaled way down before | |
// it is displayed.) | |
tileSize.width /= scale; | |
tileSize.height /= scale; | |
// calculate the rows and columns of tiles that intersect the rect we have been asked to draw | |
int firstCol = floorf(CGRectGetMinX(rect) / tileSize.width); | |
int lastCol = floorf((CGRectGetMaxX(rect)-1) / tileSize.width); | |
int firstRow = floorf(CGRectGetMinY(rect) / tileSize.height); | |
int lastRow = floorf((CGRectGetMaxY(rect)-1) / tileSize.height); | |
for (int row = firstRow; row <= lastRow; row++) { | |
for (int col = firstCol; col <= lastCol; col++) { | |
UIImage *tile = self.getTile(1/scale,row,col); | |
CGRect tileRect = CGRectMake(tileSize.width * col, tileSize.height * row, | |
tileSize.width, tileSize.height); | |
// if the tile would stick outside of our bounds, we need to truncate it so as to avoid | |
// stretching out the partial tiles at the right and bottom edges | |
tileRect = CGRectIntersection(self.bounds, tileRect); | |
[tile drawInRect:tileRect]; | |
} | |
} | |
} | |
@end |
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