I have UIView class and in method I want to draw first rectangles and sometimes circle
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
if ([WhatToDraw isEqual:#"Fields"]) {
[self DrawField:context];
}
if ([WhatToDraw isEqual:#"Ball"]) {
[self DrawBall:context x:20 y:20];
}
}
-(void)DrawBall:(CGContextRef)context x:(float) x y:(float) y
{
UIGraphicsPushContext(context);
CGRect rect = CGRectMake(x, y, 25, 25);
CGContextClearRect(context, rect);
CGContextFillEllipseInRect(context, rect);
}
-(void)DrawField:(CGContextRef)context
{
columns = 6;
float offset = 5;
float boardWidth = self.frame.size.width;
float allOffset = (columns + 2) * offset;
float currentX = 10;
float currentWidth = (boardWidth - allOffset) / columns;
float currentHeight = currentWidth;
self.fieldsArray = [[NSMutableArray alloc] init];
//create a new dynamic button board
for (int columnIndex = 0; columnIndex<columns; columnIndex++) {
float currentY = offset;
for (int rowIndex=0; rowIndex<columns; rowIndex++) {
UIGraphicsPushContext(context);
//create new field
CGContextSetRGBFillColor(context, 1.0, 0.0, 0.0, 1.0);
CGContextBeginPath(context);
CGRect rect = CGRectMake(currentX, currentY, currentWidth, currentHeight);
CGContextAddRect(context, rect);
CGContextFillPath(context);
currentY = currentY + offset + currentHeight;
}
currentX = currentX + offset + currentWidth;
}
}
I also have method changing what to draw
-(void)Draw:(NSString*)Thing
{
self.WhatToDraw = Thing;
[self setNeedsDisplay];
}
Drawing rectangles (Fields) is ok, but when I click button to draw circle all rectangles disappear and only circle was drawn.
How can I draw circle on existing rectangle ?
The Problem
Your problem is that when a UIView redraws a region as marked by setNeedsDisplay or setNeedsDisplayInRect it will completely clear that region before executing your drawing code. This means that unless you draw both the rectangles and circle in a single drawing operation within drawRect you will never see the two both drawn in the area you choose to redraw, whether it be the entire view bounds with setNeedsDisplay or a specific area with setNeedsDisplayInRect.
The Solutions
There's no reason why you can't draw both the rectangles and circle each time within drawRect and optimise the performance of the drawing by only redrawing the regions necessary with setNeedsDisplayInRect.
Alternatively you could break up the content using CALayers and have the rectangles in one layer and the circle in another. This would allow you to leverage the animation capabilities of Core Animation. Core animation provides a simple and effective way to manipulate onscreen layers with implicit animations such as moving, resizing, changing colour etc.
my guess, the CGContextClearRect call in your DrawBall method is the responsable of rectangles disappearing... From Apple documentation: If the provided context is a window or bitmap context, Quartz effectively clears the rectangle.
Related
I'm trying to learn how to animate motion of the circle that I created in custom View. However, during the loop in startMovingCircle the circle doesn't show, it appears only when the loop finishes. I thought that if I call setNeedsDisplay every time it should redraw the view and the animation of moving circle should show up. Could someone tell me what am I doing wrong?
Also, I would like to ask if it is correct to program animation this way or should I use CoreAnimation and what are the benefits?
Can CoreAnimation animate shapes like circle, elipses, rectangle programmed in CoreGraphics?
MyDrawingView.m:
-(id)initWithFrame:(CGRect)frame{
self = [super initWithFrame:frame];
if (self) {
xCoordinate = 100.0;
yCoordinate = 100.0;
speed = 1.0;
}
return self;
}
- (void)drawRect:(CGRect)rect
{
NSLog(#"Drawing");
CGContextRef myContext = UIGraphicsGetCurrentContext();
CGContextBeginPath(myContext);
CGContextAddArc(myContext, xCoordinate, yCoordinate, 20.0, 0.0, 2 * M_PI, 0);
CGContextClosePath(myContext);
CGContextSetLineWidth(myContext, 1);
CGContextSetStrokeColorWithColor(myContext, [UIColor whiteColor].CGColor);
CGContextStrokePath(myContext);
}
-(void)moveCircle{
xCoordinate += speed;
yCoordinate += speed;
NSLog(#"Moving circle. X: %f, Y: %f", xCoordinate, yCoordinate);
[self setNeedsDisplay];
}
MyDrawingViewController.m:
-(void)startMovingCircle{
for(int i = 0; i < 1000; i++){
[myView moveCircle];
}
}
in -(void)moveCircle
you should create a core animation (with blocks)
and animate the center property of the view to animate.
You should add a pause in between iterations of your for() loop.
I want to set different opacity for different pixels in UIView.
So, I need to find implementations for method [self setProperOpacity:myView forX:x forY:y]; in code (so that function should set alfa value for proper pixels):
for (int x = 0; x < 320; x++)
{
for (int y = 0; y < 460; y++)
{
[self setProperOpacity:myView forX:x forY:y];
}
}
I will grateful for any approach of implementation [self setProperOpacity:myView forX:x forY:y];
I'm guessing your view is initially filled with black, and you want to clear some of the pixels to transparent. To do that you need to use the core graphics methods. Depending on where you want the code and how you want to do it the below code could be used either in drawRect of the view or to create a masking image (you need to get the context as appropriate):
CGContextRef ctx = ...;
CGContextSetFillColorWithColor(ctx, [UIColor blackColor].CGColor);
CGContextSetBlendMode(ctx, kCGBlendModeNormal);
CGContextFillRect(ctx, CGRectMake(0, 0, 320, 460));
// CGContextSetBlendMode(ctx, kCGBlendModeClear); // if you want to clear
CGContextSetFillColorWithColor(ctx, [[UIColor blackColor] colorWithAlphaComponent:0].CGColor);
for (int x = 0; x < 320; x++)
{
for (int y = 0; y < 460; y++)
{
CGContextFillRect(ctx, CGRectMake(x, y, 1, 1));
}
}
The answer is based around the idea that you have a partially transparent view over the top of some other image (in another view behind) that you're trying to mask out. If you just have the image and you don't want multiple views then you could (in drawRect) draw the image to the context and then loop over the pixels that should not be transparent and paint them in another color using the code above.
Is it possible to draw a UIImage on top of the CATiledLayer. The main idea is to note the position on the view. I have used PhotoScroller example from Apple Library and I am trying to add an UIImage on top of the tileRect. Any help will be appreciated.
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
/**** Trying to add UIImage on top of CGRect rect. But not working.****/
CGRect pointRect = CGRectMake(100,100,32,32);
UIImage *image = [UIImage imageNamed:#"map-pointer32.png"];
[image drawInRect:pointRect];
// 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 initialScale = CGContextGetCTM(context).a;
NSString *value = [NSString stringWithFormat:#"%.3f", initialScale];
CGFloat scale = [value floatValue];
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];
if (self.annotates) {
// [[UIColor whiteColor] set];
CGContextSetLineWidth(context, 6.0 / scale);
CGContextStrokeRect(context, tileRect);
}
}
}
}
Probably the best solution would be to add the image in separate view, without any catiledlayer.
You can add an empty view, and add the view with the the catiledlayer an the uiimageview to that view.
How can I use both of these in the same UIView correctly?
I have one custom subclassed CALayer in which I draw a pattern within drawInContext
I have a another in which I set an overlay PNG image as the contents.
I have a third which is just a background.
How do I overlay all 3 of these items?
[self.layer addSublayer:bottomLayer]; // this line is the problem
[squaresLayer drawInContext:viewContext];
[self.layer addSublayer:imgLayer];
The other 2 by themselves draw correctly if I do them in that order. No matter where I try and put bottomLayer, it always prevents squaresLayer from drawing. The reason I need 3 layers is I intend to animate the colors in the background and custom layers. The top layer is just a graphical overlay.
Might as well paste the code in in case anyone is trying to animate stacked CALayers that have their own internal draw routines
- (void)drawRect:(CGRect)rect {
[imgLayer removeFromSuperlayer];
CGFloat w = [self.blockViewDelegate w];
CGFloat h = [self.blockViewDelegate h];
CGFloat wb = w/4;
CGFloat hb = h/4;
CGContextRef viewContext = UIGraphicsGetCurrentContext();
// Layers
[bottomLayer sizes:wb :hb :1];
bottomLayer.frame = CGRectMake(0, 0, w, h);
bottomLayer.opaque = NO;
[topLayer sizes:wb :hb :0];
topLayer.frame = CGRectMake(0, 0, w, h);
topLayer.opaque = NO;
// Overlay
imgLayer.frame = CGRectMake(0, 0, w, h);
imgLayer.opaque = NO;
imgLayer.opacity = 1.0f;
UIImage *overlay = [self.blockViewDelegate image];
CGImageRef img = overlay.CGImage;
imgLayer.contents = (id)img;
// Add layers
[bottomLayer drawInContext:viewContext];
[topLayer drawInContext:viewContext];
[self.layer addSublayer:imgLayer];
}
blockViewDelegate is where I am storing width, height, and image information, it is the controller for this UIView.
topLayer and bottomLayer are of a custom UIView subclass which draw some shapes in the view with variable color information. Later on in my animation I just run "setNeedsDisplay" repeatedly with a timer and this routine repeats, the layers re-draw using updated parameters.
how to use setpixel function in iphone
If you're drawing a UIView, I don't believe there is any way to set an individual pixel. Instead, try using CoreGraphics by overriding your UIView's drawRect: method:
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGRect pixelRect;
pixelRect.x = 100; // or whatever position needs a pixel drawn
pixelRect.y = 100;
pixelRect.width = 1;
pixelRect.height = 1;
CGContextSetRGBFillColor(ctx,1,1,1,1.0); // just fill with a white color
CGContextFillRect(ctx, pixelRect);
Another approach may be to consider using OpenGL and just drawing points that way:
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glOrtho (0, rect.size.width, rect.size.height, 0, 0, 1); // set to the drawing rectangle's size
glDisable(GL_DEPTH_TEST);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.375, 0.375, 0);
glClear(GL_COLOR_BUFFER_BIT);
// draw the actual point
glBegin(GL_POINTS);
glColor3f(1.0f, 1.0f, 1.0f); // white color
glVertex2f(x, y);
glEnd();