Classes/TilingView.m
/* |
File: TilingView.m |
Abstract: The main view controller for this application. |
Version: 1.3 |
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*/ |
#import "TilingView.h" |
#import <QuartzCore/CATiledLayer.h> |
@implementation TilingView |
{ |
NSString *_imageName; |
} |
+ (Class)layerClass |
{ |
return [CATiledLayer class]; |
} |
- (id)initWithImageName:(NSString *)name size:(CGSize)size |
{ |
self = [super initWithFrame:CGRectMake(0, 0, size.width, size.height)]; |
if (self) { |
_imageName = name; |
CATiledLayer *tiledLayer = (CATiledLayer *)[self layer]; |
tiledLayer.levelsOfDetail = 4; |
} |
return self; |
} |
// to handle the interaction between CATiledLayer and high resolution screens, we need to |
// always keep the tiling view's contentScaleFactor at 1.0. UIKit will try to set it back |
// to 2.0 on retina displays, which is the right call in most cases, but since we're backed |
// by a CATiledLayer it will actually cause us to load the wrong sized tiles. |
// |
- (void)setContentScaleFactor:(CGFloat)contentScaleFactor |
{ |
[super setContentScaleFactor:1.f]; |
} |
- (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 tileForScale:scale row:row col: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]; |
} |
} |
} |
- (UIImage *)tileForScale:(CGFloat)scale row:(int)row col:(int)col |
{ |
// we use "imageWithContentsOfFile:" instead of "imageNamed:" here because we don't |
// want UIImage to cache our tiles |
// |
NSString *tileName = [NSString stringWithFormat:@"%@_%d_%d_%d", _imageName, (int)(scale * 1000), col, row]; |
NSString *path = [[NSBundle mainBundle] pathForResource:tileName ofType:@"png"]; |
UIImage *image = [UIImage imageWithContentsOfFile:path]; |
return image; |
} |
@end |
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