I'm getting in a bit of a muddle trying to draw some paintcode graphics code in the middle of the screen horizontally.
I'm really not sure if scale or landscape orientation affects this.
I've created a UIView subclass and addSubview in viewDidLoad like so...
MenuTitleView *fancyView = [[MenuTitleView alloc] initWithFrame:self.view.bounds];
[[self view] addSubview:fancyView];
Rather than the size PaintCode gave me...
CGRect textRect = CGRectMake(0, 0, 418, 129);
I'm trying to determine the screen / view width and the size of the canvas width.
I've tried various things without success.
CGRect screenRect = [[UIScreen mainScreen] applicationFrame];
CGFloat w = screenRect.size.width;
CGFloat width = 500;
CGFloat height = 200;
CGFloat x = (w - width) * 0.5f;
CGFloat y = 20;
CGRect textRect = CGRectMake(x, y, width, height);
Scale is not an issue, because Quartz and UIKit now work in 'points' rather than in pixels, so that's already accounted for. However orientation is not, [UIScreen mainScreen] will return the same rect either for applicationFrame or bounds etc, it's oblivious to orientation.
I like to put a solution in a category on UIView or UIViewController, because you'll reuse it plenty. something like this...
-(CGRect )workingCanvas{
CGRect screenRect = [UIScreen mainScreen].bounds;
BOOL landscape = UIInterfaceOrientationIsLandscape([[UIApplication sharedApplication] statusBarOrientation]);
CGRect result = CGRectZero;
CGFloat lesserDimension = (screenRect.size.width < screenRect.size.height) ? screenRect.size.width : screenRect.size.height;
CGFloat greaterDimension = (screenRect.size.width > screenRect.size.height) ? screenRect.size.width : screenRect.size.height;
result.size.width = (landscape) ? greaterDimension : lesserDimension;
result.size.height = (landscape) ? lesserDimension : greaterDimension;
if ([[UIApplication sharedApplication]isStatusBarVisible]){
result.size.height -= [[UIApplication sharedApplication]statusBarFrame].size.height;
}
return result;
}