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Drawing a text along a path in QuartzCore

Say I have an array of points that form a line and a text. How can I go about drawing the text along this line in

 - (void)drawRect:(CGRect)rect 

of a UIView?

I am able to draw the path without a problem. Is there a standard method that I overlooked or a framework that would allow me to draw the text along that path? Ideally I would like to do this using only QuartzCore/CoreGraphics.

I tried calculating the width of each character and rotating every character. This kind of works, but I was wondering if there is a more elegant method.

like image 788
Felix Lamouroux Avatar asked Jan 14 '10 19:01

Felix Lamouroux


1 Answers

I believe you can do this in Mac OS X, but the closest you'll come on the iPhone is CGContextShowGlyphsWithAdvances and this wont even rotate.

It shouldn't be too hard to use a loop and draw each character using something like the following. This is adapted from Apple's documentation and not tested, so beware:

CGContextSelectFont(myContext, "Helvetica", 12, kCGEncodingMacRoman);
CGContextSetCharacterSpacing(myContext, 10);
CGContextSetTextDrawingMode(myContext, kCGTextFillStroke);
CGContextSetRGBFillColor(myContext, 0, 0, 0, 1);
CGContextSetRGBStrokeColor(myContext, 0, 0, 0, 1);

NSUInteger charIndex = 0;
for(NSString *myChar in arrayOfChars) {
    char *cString = [myChar UTF8String];
    CGPoint charOrigin = originForPositionAlongPath(charIndex, myPath);
    CGFloat slope = slopeForPositionAlongPath(charIndex, myPath);

    CGContextSetTextMatrix(myContext, CGAffineTransformMakeRotation(slope));
    CGContextShowTextAtPoint(myContext, charOrigin.x, charOrigin.y, cString, 1);
}

Edit: Here's an idea of the PositionAlongPath functions. Again, they aren't tested, but should be close. originAlong... returns (-1, -1) if you run out of path.

CGPoint originForPositionAlongPath(int index, NSArray *path) {
    CGFloat charWidth = 12.0;
    CGFloat widthToGo = charWidth * index;

    NSInteger i = 0;
    CGPoint position = [path objectAtIndex:i];

    while(widthToGo >= 0) {
            //out of path, return invalid point
        if(i >= [path count]) {
            return CGPointMake(-1, -1);
        }

        CGPoint next = [path objectAtIndex:i+1];

        CGFloat xDiff = next.x - position.x;
        CGFloat yDiff = next.y - position.y;
        CGFloat distToNext = sqrt(xDiff*xDiff + yDiff*yDiff);

        CGFloat fracToGo = widthToGo/distToNext
            //point is before next point in path, interpolate the answer
        if(fracToGo < 1) {
            return CGPointMake(position.x+(xDiff*fracToGo), position.y+(yDiff*fracToGo));
        }

            //advance to next point on the path
        widthToGo -= distToNext;
        position = next;
        ++i;
    }
}


CGFloat slopeForPositionAlongPath(int index, NSArray *path) {
    CGPoint begin = originForPositionAlongPath(index, path);
    CGPoint end = originForPositionAlongPath(index+1, path);

    CGFloat xDiff = end.x - begin.x;
    CGFloat yDiff = end.y - begin.y;

    return atan(yDiff/xDiff);
}
like image 175
David Kanarek Avatar answered Sep 17 '22 16:09

David Kanarek