- (void)willAnimateFirstHalfOfRotationToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration
{
if (toInterfaceOrientation == UIInterfaceOrientationPortrait)
{
b=YES;
self.view=mainvv;
self.view.transform = CGAffineTransformIdentity;
self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(0));
self.view.bounds = CGRectMake(0.0, 0.0, 768.0, 1004.0);
}
else if (toInterfaceOrientation == UIInterfaceOrientationLandscapeLeft)
{
b=NO;
self.view = self.vv;
self.view.transform = CGAffineTransformIdentity;
self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(-90));
self.view.bounds = CGRectMake(0.0, 0.0, 1024.0, 748.0);
}
else if (toInterfaceOrientation == UIInterfaceOrientationPortraitUpsideDown)
{
b=YES;
self.view=mainvv;
self.view.transform = CGAffineTransformIdentity;
self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(180));
self.view.bounds = CGRectMake(0.0, 0.0, 768.0, 1004.0);
}
else if (toInterfaceOrientation == UIInterfaceOrientationLandscapeRight)
{
b=NO;
self.view = self.vv;
self.view.transform = CGAffineTransformIdentity;
self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(90));
self.view.bounds = CGRectMake(0.0, 0.0, 1024.0, 748.0);
}
}
3
Quartz转换实现的原理:Quartz把绘图分成两个部分,
用户空间,即和设备无关,
设备空间,
用户空间和设备空间中间存在一个转换矩阵 : CTM
本章实质是讲解CTM
Quartz提供的3大功能
移动,旋转,缩放
演示如下,首先加载一张图片
void CGContextDrawImage ( CGContextRef c, CGRect rect, CGImageRef image );
移动函数CGContextTranslateCTM (myContext, 100, 50);
旋转函数
include <math.h>
static inline double radians (double degrees) {return degrees * M_PI/180;}
CGContextRotateCTM (myContext, radians(–45.));缩放CGContextScaleCTM (myContext, .5, .75);翻转, 两种转换合成后的效果,先把图片移动到右上角,然后旋转180度CGContextTranslateCTM (myContext, w,h); CGContextRotateCTM (myContext, radians(-180.));
组合几个动作
CGContextTranslateCTM (myContext, w/4, 0); CGContextScaleCTM (myContext, .25, .5); CGContextRotateCTM (myContext, radians ( 22.));
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CGContextRotateCTM (myContext, radians ( 22.)); CGContextScaleCTM (myContext, .25, .5);
CGContextTranslateCTM (myContext, w/4, 0);
上面是通过直接修改当前的ctm实现3大效果,下面是通过创建Affine Transforms,然后连接ctm实现同样的3种效果
这样做的好处是可以重用这个Affine Transforms
应用Affine Transforms 到ctm的函数
void CGContextConcatCTM ( CGContextRef c, CGAffineTransform transform );Creating Affine Transforms
移动效果
CGAffineTransform CGAffineTransformMakeTranslation ( CGFloat tx, CGFloat ty );CGAffineTransform CGAffineTransformTranslate ( CGAffineTransform t, CGFloat tx, CGFloat ty );旋转效果CGAffineTransform CGAffineTransformMakeRotation ( CGFloat angle );CGAffineTransform CGAffineTransformRotate ( CGAffineTransform t, CGFloat angle );缩放效果CGAffineTransform CGAffineTransformMakeScale ( CGFloat sx, CGFloat sy );CGAffineTransform CGAffineTransformScale ( CGAffineTransform t, CGFloat sx, CGFloat sy );反转效果CGAffineTransform CGAffineTransformInvert ( CGAffineTransform t );只对局部产生效果CGRect CGRectApplyAffineTransform ( CGRect rect, CGAffineTransform t );判断两个AffineTrans是否相等bool CGAffineTransformEqualToTransform ( CGAffineTransform t1, CGAffineTransform t2 );获得Affine TransformCGAffineTransform CGContextGetUserSpaceToDeviceSpaceTransform ( CGContextRef c );下面的函数只起到查看的效果,比如看一下这个用户空间的点,转换到设备空间去坐标是多少CGPoint CGContextConvertPointToDeviceSpace ( CGContextRef c, CGPoint point );CGPoint CGContextConvertPointToUserSpace ( CGContextRef c, CGPoint point );CGSize CGContextConvertSizeToDeviceSpace ( CGContextRef c, CGSize size );CGSize CGContextConvertSizeToUserSpace ( CGContextRef c, CGSize size );CGRect CGContextConvertRectToDeviceSpace ( CGContextRef c, CGRect rect );CGRect CGContextConvertRectToUserSpace ( CGContextRef c, CGRect rect );CTM真正的数学行为这个转换矩阵其实是一个 3x3的 举证如下图
下面举例说明几个转换运算的数学实现x y 是原先点的坐标下面是从用户坐标转换到设备坐标的计算公式![]()
下面是一个identity matrix,就是输入什么坐标,出来什么坐标,没有转换
最终的计算结果是 x=x,y=y,
可以用函数判断这个矩阵是不是一个 identity matrixbool CGAffineTransformIsIdentity ( CGAffineTransform t );移动矩阵
缩放矩阵
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旋转矩阵![]()
旋转加移动矩阵![]()
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