Text background with round corner like Instagram does

喜欢而已 提交于 2019-12-04 12:19:58

问题


I want to create text with background color and round corners like Instagram does. I am able to achieve the background color but could not create the round corners.

What I have till now:

Below is the source code of above screenshot:

-(void)createBackgroundColor{
    [self.txtView.layoutManager enumerateLineFragmentsForGlyphRange:NSMakeRange(0, self.txtView.text.length) usingBlock:^(CGRect rect, CGRect usedRect, NSTextContainer *textContainer, NSRange glyphRange, BOOL *stop) {
        [textArray addObject:[NSNumber numberWithInteger:glyphRange.length]];
        if (glyphRange.length == 1){
            return ;
        }
        UIImageView *highlightBackView = [[UIImageView alloc] initWithFrame:CGRectMake(usedRect.origin.x, usedRect.origin.y  , usedRect.size.width, usedRect.size.height + 2)];
        highlightBackView.layer.borderWidth = 1;
        highlightBackView.backgroundColor = [UIColor orangeColor];
        highlightBackView.layer.borderColor = [[UIColor clearColor] CGColor];
        [self.txtView insertSubview:highlightBackView atIndex:0];
        highlightBackView.layer.cornerRadius = 5;
    }];
}

I call this function in shouldChangeTextInRange delegate.

What I want:

See the inner radius marked with arrows, Any help would be appreciated!


回答1:


So, you want this:

Here's an answer that I spent way too long on, and that you probably won't even like, because your question is tagged objective-c but I wrote this answer in Swift. You can use Swift code from Objective-C, but not everyone wants to.

You can find my entire test project, including iOS and macOS test apps, in this github repo.

Anyway, what we need to do is compute the contour of the union of all of the line rects. Lipski and Preparata published an algorithm for computing this contour in 1979.

This algorithm is probably more general than actually required for your problem, since it can handle rectangle arrangements that create holes:

So it might be overkill for you, but it gets the job done.

Anyway, once we have the contour, we can convert it to a CGPath with rounded corners for stroking or filling.

The algorithm is somewhat involved, but I implemented it (in Swift) as an extension method on CGPath:

import CoreGraphics

extension CGPath {
    static func makeUnion(of rects: [CGRect], cornerRadius: CGFloat) -> CGPath {
        let phase2 = AlgorithmPhase2(cornerRadius: cornerRadius)
        _ = AlgorithmPhase1(rects: rects, phase2: phase2)
        return phase2.makePath()
    }
}

fileprivate func swapped<A, B>(_ pair: (A, B)) -> (B, A) { return (pair.1, pair.0) }

fileprivate class AlgorithmPhase1 {

    init(rects: [CGRect], phase2: AlgorithmPhase2) {
        self.phase2 = phase2
        xs = Array(Set(rects.map({ $0.origin.x})).union(rects.map({ $0.origin.x + $0.size.width }))).sorted()
        indexOfX = [CGFloat:Int](uniqueKeysWithValues: xs.enumerated().map(swapped))
        ys = Array(Set(rects.map({ $0.origin.y})).union(rects.map({ $0.origin.y + $0.size.height }))).sorted()
        indexOfY = [CGFloat:Int](uniqueKeysWithValues: ys.enumerated().map(swapped))
        segments.reserveCapacity(2 * ys.count)
        _ = makeSegment(y0: 0, y1: ys.count - 1)

        let sides = (rects.map({ makeSide(direction: .down, rect: $0) }) + rects.map({ makeSide(direction: .up, rect: $0)})).sorted()
        var priorX = 0
        var priorDirection = VerticalDirection.down
        for side in sides {
            if side.x != priorX || side.direction != priorDirection {
                convertStackToPhase2Sides(atX: priorX, direction: priorDirection)
                priorX = side.x
                priorDirection = side.direction
            }
            switch priorDirection {
            case .down:
                pushEmptySegmentsOfSegmentTree(atIndex: 0, thatOverlap: side)
                adjustInsertionCountsOfSegmentTree(atIndex: 0, by: 1, for: side)
            case .up:
                adjustInsertionCountsOfSegmentTree(atIndex: 0, by: -1, for: side)
                pushEmptySegmentsOfSegmentTree(atIndex: 0, thatOverlap: side)
            }
        }
        convertStackToPhase2Sides(atX: priorX, direction: priorDirection)

    }

    private let phase2: AlgorithmPhase2
    private let xs: [CGFloat]
    private let indexOfX: [CGFloat: Int]
    private let ys: [CGFloat]
    private let indexOfY: [CGFloat: Int]
    private var segments: [Segment] = []
    private var stack: [(Int, Int)] = []

    private struct Segment {
        var y0: Int
        var y1: Int
        var insertions = 0
        var status  = Status.empty
        var leftChildIndex: Int?
        var rightChildIndex: Int?

        var mid: Int { return (y0 + y1 + 1) / 2 }

        func withChildrenThatOverlap(_ side: Side, do body: (_ childIndex: Int) -> ()) {
            if side.y0 < mid, let l = leftChildIndex { body(l) }
            if mid < side.y1, let r = rightChildIndex { body(r) }
        }

        init(y0: Int, y1: Int) {
            self.y0 = y0
            self.y1 = y1
        }

        enum Status {
            case empty
            case partial
            case full
        }
    }

    private struct /*Vertical*/Side: Comparable {
        var x: Int
        var direction: VerticalDirection
        var y0: Int
        var y1: Int

        func fullyContains(_ segment: Segment) -> Bool {
            return y0 <= segment.y0 && segment.y1 <= y1
        }

        static func ==(lhs: Side, rhs: Side) -> Bool {
            return lhs.x == rhs.x && lhs.direction == rhs.direction && lhs.y0 == rhs.y0 && lhs.y1 == rhs.y1
        }

        static func <(lhs: Side, rhs: Side) -> Bool {
            if lhs.x < rhs.x { return true }
            if lhs.x > rhs.x { return false }
            if lhs.direction.rawValue < rhs.direction.rawValue { return true }
            if lhs.direction.rawValue > rhs.direction.rawValue { return false }
            if lhs.y0 < rhs.y0 { return true }
            if lhs.y0 > rhs.y0 { return false }
            return lhs.y1 < rhs.y1
        }
    }

    private func makeSegment(y0: Int, y1: Int) -> Int {
        let index = segments.count
        let segment: Segment = Segment(y0: y0, y1: y1)
        segments.append(segment)
        if y1 - y0 > 1 {
            let mid = segment.mid
            segments[index].leftChildIndex = makeSegment(y0: y0, y1: mid)
            segments[index].rightChildIndex = makeSegment(y0: mid, y1: y1)
        }
        return index
    }

    private func adjustInsertionCountsOfSegmentTree(atIndex i: Int, by delta: Int, for side: Side) {
        var segment = segments[i]
        if side.fullyContains(segment) {
            segment.insertions += delta
        } else {
            segment.withChildrenThatOverlap(side) { adjustInsertionCountsOfSegmentTree(atIndex: $0, by: delta, for: side) }
        }

        segment.status = uncachedStatus(of: segment)
        segments[i] = segment
    }

    private func uncachedStatus(of segment: Segment) -> Segment.Status {
        if segment.insertions > 0 { return .full }
        if let l = segment.leftChildIndex, let r = segment.rightChildIndex {
            return segments[l].status == .empty && segments[r].status == .empty ? .empty : .partial
        }
        return .empty
    }

    private func pushEmptySegmentsOfSegmentTree(atIndex i: Int, thatOverlap side: Side) {
        let segment = segments[i]
        switch segment.status {
        case .empty where side.fullyContains(segment):
            if let top = stack.last, segment.y0 == top.1 {
                // segment.y0 == prior segment.y1, so merge.
                stack[stack.count - 1] = (top.0, segment.y1)
            } else {
                stack.append((segment.y0, segment.y1))
            }
        case .partial, .empty:
            segment.withChildrenThatOverlap(side) { pushEmptySegmentsOfSegmentTree(atIndex: $0, thatOverlap: side) }
        case .full: break
        }
    }

    private func makeSide(direction: VerticalDirection, rect: CGRect) -> Side {
        let x: Int
        switch direction {
        case .down: x = indexOfX[rect.minX]!
        case .up: x = indexOfX[rect.maxX]!
        }
        return Side(x: x, direction: direction, y0: indexOfY[rect.minY]!, y1: indexOfY[rect.maxY]!)
    }

    private func convertStackToPhase2Sides(atX x: Int, direction: VerticalDirection) {
        guard stack.count > 0 else { return }
        let gx = xs[x]
        switch direction {
        case .up:
            for (y0, y1) in stack {
                phase2.addVerticalSide(atX: gx, fromY: ys[y0], toY: ys[y1])
            }
        case .down:
            for (y0, y1) in stack {
                phase2.addVerticalSide(atX: gx, fromY: ys[y1], toY: ys[y0])
            }
        }
        stack.removeAll(keepingCapacity: true)
    }

}

fileprivate class AlgorithmPhase2 {

    init(cornerRadius: CGFloat) {
        self.cornerRadius = cornerRadius
    }

    let cornerRadius: CGFloat

    func addVerticalSide(atX x: CGFloat, fromY y0: CGFloat, toY y1: CGFloat) {
        verticalSides.append(VerticalSide(x: x, y0: y0, y1: y1))
    }

    func makePath() -> CGPath {
        verticalSides.sort(by: { (a, b) in
            if a.x < b.x { return true }
            if a.x > b.x { return false }
            return a.y0 < b.y0
        })


        var vertexes: [Vertex] = []
        for (i, side) in verticalSides.enumerated() {
            vertexes.append(Vertex(x: side.x, y0: side.y0, y1: side.y1, sideIndex: i, representsEnd: false))
            vertexes.append(Vertex(x: side.x, y0: side.y1, y1: side.y0, sideIndex: i, representsEnd: true))
        }
        vertexes.sort(by: { (a, b) in
            if a.y0 < b.y0 { return true }
            if a.y0 > b.y0 { return false }
            return a.x < b.x
        })

        for i in stride(from: 0, to: vertexes.count, by: 2) {
            let v0 = vertexes[i]
            let v1 = vertexes[i+1]
            let startSideIndex: Int
            let endSideIndex: Int
            if v0.representsEnd {
                startSideIndex = v0.sideIndex
                endSideIndex = v1.sideIndex
            } else {
                startSideIndex = v1.sideIndex
                endSideIndex = v0.sideIndex
            }
            precondition(verticalSides[startSideIndex].nextIndex == -1)
            verticalSides[startSideIndex].nextIndex = endSideIndex
        }

        let path = CGMutablePath()
        for i in verticalSides.indices where !verticalSides[i].emitted {
            addLoop(startingAtSideIndex: i, to: path)
        }
        return path.copy()!
    }

    private var verticalSides: [VerticalSide] = []

    private struct VerticalSide {
        var x: CGFloat
        var y0: CGFloat
        var y1: CGFloat
        var nextIndex = -1
        var emitted = false

        var isDown: Bool { return y1 < y0 }

        var startPoint: CGPoint { return CGPoint(x: x, y: y0) }
        var midPoint: CGPoint { return CGPoint(x: x, y: 0.5 * (y0 + y1)) }
        var endPoint: CGPoint { return CGPoint(x: x, y: y1) }

        init(x: CGFloat, y0: CGFloat, y1: CGFloat) {
            self.x = x
            self.y0 = y0
            self.y1 = y1
        }
    }

    private struct Vertex {
        var x: CGFloat
        var y0: CGFloat
        var y1: CGFloat
        var sideIndex: Int
        var representsEnd: Bool
    }

    private func addLoop(startingAtSideIndex startIndex: Int, to path: CGMutablePath) {
        var point = verticalSides[startIndex].midPoint
        path.move(to: point)
        var fromIndex = startIndex
        repeat {
            let toIndex = verticalSides[fromIndex].nextIndex
            let horizontalMidpoint = CGPoint(x: 0.5 * (verticalSides[fromIndex].x + verticalSides[toIndex].x), y: verticalSides[fromIndex].y1)
            path.addCorner(from: point, toward: verticalSides[fromIndex].endPoint, to: horizontalMidpoint, maxRadius: cornerRadius)
            let nextPoint = verticalSides[toIndex].midPoint
            path.addCorner(from: horizontalMidpoint, toward: verticalSides[toIndex].startPoint, to: nextPoint, maxRadius: cornerRadius)
            verticalSides[fromIndex].emitted = true
            fromIndex = toIndex
            point = nextPoint
        } while fromIndex != startIndex
        path.closeSubpath()
    }

}

fileprivate extension CGMutablePath {
    func addCorner(from start: CGPoint, toward corner: CGPoint, to end: CGPoint, maxRadius: CGFloat) {
        let radius = min(maxRadius, min(abs(start.x - end.x), abs(start.y - end.y)))
        addArc(tangent1End: corner, tangent2End: end, radius: radius)
    }
}

fileprivate enum VerticalDirection: Int {
    case down = 0
    case up = 1
}

With this, I can paint the rounded background you want in my view controller:

private func setHighlightPath() {
    let textLayer = textView.layer
    let textContainerInset = textView.textContainerInset
    let uiInset = CGFloat(insetSlider.value)
    let radius = CGFloat(radiusSlider.value)
    let highlightLayer = self.highlightLayer
    let layout = textView.layoutManager
    let range = NSMakeRange(0, layout.numberOfGlyphs)
    var rects = [CGRect]()
    layout.enumerateLineFragments(forGlyphRange: range) { (_, usedRect, _, _, _) in
        if usedRect.width > 0 && usedRect.height > 0 {
            var rect = usedRect
            rect.origin.x += textContainerInset.left
            rect.origin.y += textContainerInset.top
            rect = highlightLayer.convert(rect, from: textLayer)
            rect = rect.insetBy(dx: uiInset, dy: uiInset)
            rects.append(rect)
        }
    }
    highlightLayer.path = CGPath.makeUnion(of: rects, cornerRadius: radius)
}


来源:https://stackoverflow.com/questions/48088956/text-background-with-round-corner-like-instagram-does

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