提问



我有问题与问题有关
我已经设置了contentsScale并且在该文本看起来很好但是如果我应用3d旋转变换,则文本变得模糊。


图片在这里[11]


初始化代码


    // init text
    textLayer_ = [CATextLayer layer];
    …
    textLayer_.contentsScale = [**UIScreen mainScreen] scale];

    // init body path
    pathLayer_ = [CAShapeLayer layer];
    …
    [pathLayer_ addSublayer:textLayer_];


轮换代码


    // make the mirror
    pathLayer_.transform = CATransform3DRotate(pathLayer_.transform, M_PI, 0, 1, 0);
    textLayer_.transform = CATransform3DRotate(textLayer_.transform, M_PI, 0, 1, 0);
    [textLayer_ setNeedsDisplay];


为了测试我在初始化期间单独旋转了文本。


    // init text
    textLayer_ = [CATextLayer layer];
    …
    textLayer_.transform = CATransform3DRotate(textLayer_.transform, M_PI, 0, 1, 0);
    textLayer_.contentsScale = [**UIScreen mainScreen] scale];


文本可以旋转并保持清晰

图片在这里[12]

最佳参考


光栅化



这里可能发生的是它决定将textLayer渲染为像素。请注意CALayer类参考中的shouldRasterize警告:[13]



  当此属性的值为NO时,尽可能将图层直接合成到目标。如果合成模型的某些特征(例如包含过滤器)需要它,则可以在合成之前对该层进行光栅化。



因此,CATextLayer可能会突然决定进行栅格化。如果它是旋转层的子层,它决定光栅化。所以,不要让它发生。


单面图层



这会将您带回到导致反转文本的解决方案。您可以通过关闭文本图层上的doubleSided来防止这种情况。您的标志现在在远处是空白的,因此添加第二个文本图层,相对于第一个旋转180度。


声明两个文本图层:


@property (retain) CAShapeLayer *pathLayer;
@property (retain) CATextLayer *textLayerFront;
@property (retain) CATextLayer *textLayerBack;


然后,将它们初始化为单面,背面层旋转180度:


CAShapeLayer *pathLayer = [CAShapeLayer layer];
// Also need to store a UIBezierPath in the pathLayer.

CATextLayer *textLayerFront = [CATextLayer layer];
textLayerFront.doubleSided = NO;
textLayerFront.string = @"Front";
textLayerFront.contentsScale = [**UIScreen mainScreen] scale];

CATextLayer *textLayerBack = [CATextLayer layer];
textLayerBack.doubleSided = NO;
// Eventually both sides will have the same text, but for demonstration purposes we will label them differently.
textLayerBack.string = @"Back";
// Rotate the back layer 180 degrees relative to the front layer.
textLayerBack.transform = CATransform3DRotate(textLayerBack.transform, M_PI, 0, 1, 0);
textLayerBack.contentsScale = [**UIScreen mainScreen] scale];

// Make all the layers siblings.  These means they must all be rotated independently of each other.

// The layers can flicker if their Z position is close to the background, so move them forward.
// This will not work if the main layer has a perspective transform on it.
textLayerFront.zPosition = 256;
textLayerBack.zPosition = 256;

// It would make sense to make the text layers siblings of the path layer, but this seems to mean they get pre-rendered, blurring them.
[self.layer addSublayer:pathLayer];
[self.layer addSublayer:textLayerBack];
[self.layer addSublayer:textLayerFront];

// Store the layers constructed at this time for later use.
[self setTextLayerFront:textLayerFront];
[self setTextLayerBack:textLayerBack];
[self setPathLayer:pathLayer];


然后,您可以旋转图层。只要您始终旋转相同的量,它们就会显示正确。


CGFloat angle = M_PI;
self.pathLayer.transform = CATransform3DRotate(self.pathLayer.transform, angle, 0, 1, 0);
self.textLayerFront.transform = CATransform3DRotate(self.textLayerFront.transform, angle, 0, 1, 0);
self.textLayerBack.transform = CATransform3DRotate(self.textLayerBack.transform, angle, 0, 1, 0);


然后,您应该发现在文本保持清晰时可以将符号旋转到任意角度。





文本到路径



如果您确实需要以导致CATextLayer栅格化的方式操作文本显示,还有另一种选择:将文本转换为UIBezierPath表示。然后可以将其放在CAShapeLayer中。这样做需要深入研究核心文本,但结果是强大的。例如,您可以为正在绘制的文本设置动画。[14]


// - (UIBezierPath*) bezierPathWithString:(NSString*) string font:(UIFont*) font inRect:(CGRect) rect;
// Requires CoreText.framework
// This creates a graphical version of the input screen, line wrapped to the input rect.
// Core Text involves a whole hierarchy of objects, all requiring manual management.
- (UIBezierPath*) bezierPathWithString:(NSString*) string font:(UIFont*) font inRect:(CGRect) rect;
{
    UIBezierPath *combinedGlyphsPath = nil;
    CGMutablePathRef combinedGlyphsPathRef = CGPathCreateMutable();
    if (combinedGlyphsPathRef)
    {
        // It would be easy to wrap the text into a different shape, including arbitrary bezier paths, if needed.
        UIBezierPath *frameShape = [UIBezierPath bezierPathWithRect:rect];

        // If the font name wasn't found while creating the font object, the result is a crash.
        // Avoid this by falling back to the system font.
        CTFontRef fontRef;
        if ([font fontName])
            fontRef = CTFontCreateWithName((__bridge CFStringRef) [font fontName], [font pointSize], NULL);
        else if (font)
            fontRef = CTFontCreateUIFontForLanguage(kCTFontUserFontType, [font pointSize], NULL);
        else
            fontRef = CTFontCreateUIFontForLanguage(kCTFontUserFontType, [UIFont systemFontSize], NULL);

        if (fontRef)
        {
            CGPoint basePoint = CGPointMake(0, CTFontGetAscent(fontRef));
            CFStringRef keys[] = { kCTFontAttributeName };
            CFTypeRef values[] = { fontRef };
            CFDictionaryRef attributesRef = CFDictionaryCreate(NULL, (const void **)&keys, (const void **)&values,
                                                               sizeof(keys) / sizeof(keys[0]), &kCFTypeDictionaryKeyCallBacks, &kCFTypeDictionaryValueCallBacks);

            if (attributesRef)
            {
                CFAttributedStringRef attributedStringRef = CFAttributedStringCreate(NULL, (__bridge CFStringRef) string, attributesRef);

                if (attributedStringRef)
                {
                    CTFramesetterRef frameSetterRef = CTFramesetterCreateWithAttributedString(attributedStringRef);

                    if (frameSetterRef)
                    {
                        CTFrameRef frameRef = CTFramesetterCreateFrame(frameSetterRef, CFRangeMake(0,0), [frameShape CGPath], NULL);

                        if (frameRef)
                        {
                            CFArrayRef lines = CTFrameGetLines(frameRef);
                            CFIndex lineCount = CFArrayGetCount(lines);
                            CGPoint lineOrigins[lineCount];
                            CTFrameGetLineOrigins(frameRef, CFRangeMake(0, lineCount), lineOrigins);

                            for (CFIndex lineIndex = 0; lineIndex<lineCount; lineIndex++)
                            {
                                CTLineRef lineRef = CFArrayGetValueAtIndex(lines, lineIndex);
                                CGPoint lineOrigin = lineOrigins[lineIndex];

                                CFArrayRef runs = CTLineGetGlyphRuns(lineRef);

                                CFIndex runCount = CFArrayGetCount(runs);
                                for (CFIndex runIndex = 0; runIndex<runCount; runIndex++)
                                {
                                    CTRunRef runRef = CFArrayGetValueAtIndex(runs, runIndex);

                                    CFIndex glyphCount = CTRunGetGlyphCount(runRef);
                                    CGGlyph glyphs[glyphCount];
                                    CGSize glyphAdvances[glyphCount];
                                    CGPoint glyphPositions[glyphCount];

                                    CFRange runRange = CFRangeMake(0, glyphCount);
                                    CTRunGetGlyphs(runRef, CFRangeMake(0, glyphCount), glyphs);
                                    CTRunGetPositions(runRef, runRange, glyphPositions);

                                    CTFontGetAdvancesForGlyphs(fontRef, kCTFontDefaultOrientation, glyphs, glyphAdvances, glyphCount);

                                    for (CFIndex glyphIndex = 0; glyphIndex<glyphCount; glyphIndex++)
                                    {
                                        CGGlyph glyph = glyphs[glyphIndex];

                                        // For regular UIBezierPath drawing, we need to invert around the y axis.
                                        CGAffineTransform glyphTransform = CGAffineTransformMakeTranslation(lineOrigin.x+glyphPositions[glyphIndex].x, rect.size.height-lineOrigin.y-glyphPositions[glyphIndex].y);
                                        glyphTransform = CGAffineTransformScale(glyphTransform, 1, -1);

                                        CGPathRef glyphPathRef = CTFontCreatePathForGlyph(fontRef, glyph, &glyphTransform);
                                        if (glyphPathRef)
                                        {
                                            // Finally carry out the appending.
                                            CGPathAddPath(combinedGlyphsPathRef, NULL, glyphPathRef);

                                            CFRelease(glyphPathRef);
                                        }

                                        basePoint.x += glyphAdvances[glyphIndex].width;
                                        basePoint.y += glyphAdvances[glyphIndex].height;
                                    }
                                }
                                basePoint.x = 0;
                                basePoint.y += CTFontGetAscent(fontRef) + CTFontGetDescent(fontRef) + CTFontGetLeading(fontRef);
                            }

                            CFRelease(frameRef);
                        }

                        CFRelease(frameSetterRef);
                    }
                    CFRelease(attributedStringRef);
                }
                CFRelease(attributesRef);
            }
            CFRelease(fontRef);
        }
        // Casting a CGMutablePathRef to a CGPathRef seems to be the only way to convert what was just built into a UIBezierPath.
        combinedGlyphsPath = [UIBezierPath bezierPathWithCGPath:(CGPathRef) combinedGlyphsPathRef];

        CGPathRelease(combinedGlyphsPathRef);
    }
    return combinedGlyphsPath;
}


这是旋转的轮廓文本,使用上面的方法创建。还可以在没有文本层的z位置变得明显的情况下添加透视。