I have a project in which I have to make a square and circles on a button clcik.
there are textfileds before button , on textfiled we give the value such as 45, on click on uibutton the action perform and 45 square will automatically adjust with the iphone scfreen itself.
suppose the screen size is 320 * 480 , so the square automatically adjust with the screen.
and if we give the value 300 on the Textfiled the 300 squares will create and adjust automatically on the screen.
It will Show like graph paper at one stage if we give value like 1500.
I dont have any idea how to do it and how to start and where to start.
I am just thinking that it will use Quartcore Framework , but I dont have any Idea from where I start the project what I search.
I want suggestions and idea from experts.
Any Idea or suggestions from experts would be highly welcome.
// Step 1 : Add QuartzCore.framework in your project
// Step 2 : Create following two files .h and .m
// Step 3 : How to Use
// Import your custom file
#import "myDrawingView.h"
// Create object and add to your viewcontroller
myDrawingView *obj = [[myDrawingView alloc] initWithFrame:self.view.frame];
[obj drawSquaresWithNumber:17 andSize:self.view.frame.size];
[self.view addSubview:obj];
//------------------------------------------------------
// filename : myDrawingView.h
#import <UIKit/UIKit.h>
#import <QuartzCore/QuartzCore.h>
#interface myDrawingView : UIView
{
int nSquares;
CGSize mazeSize;
}
- (void)drawSquaresWithNumber:(int)numberOfSquares andSize:(CGSize)screenSize;
#end
//------------------------------------------------------
// filename : myDrawingView.m
#import "myDrawingView.h"
#implementation myDrawingView
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
}
return self;
}
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
- (void)drawRect:(CGRect)rect
{
// Drawing code
// Calculate height and width for each sqaure.
float area = mazeSize.height*mazeSize.width;
float squareSize = (area/nSquares)/100;
NSLog(#"row : %f %f",mazeSize.width/squareSize,mazeSize.height/squareSize);
int row, col;
row = ceil(mazeSize.width/squareSize);
col = ceil(mazeSize.height/squareSize);
float height = mazeSize.height/row;
float width = mazeSize.width/col;
NSLog(#"%d %d",row,col);
NSLog(#"h %f w %f",height,width);
NSLog(#"square size : %f",squareSize);
// Create Current Context To Draw
CGContextRef context = UIGraphicsGetCurrentContext();
// Draw Line
CGContextSetLineWidth(context, 0.5f);
CGContextSetFillColorWithColor(context, [myDrawingView randomColor].CGColor);
CGContextSetStrokeColorWithColor(context, [myDrawingView randomColor].CGColor);
int x ,y, cnt;
x = y = 0;
cnt = 1;
// A loop for number of squares
for(int i=0;i<row;i++)
{
for(int j=0;j<col;j++)
{
if(cnt<=nSquares)
{
CGRect rect = CGRectMake(x, y, width, height);
// Draws Squares
UIBezierPath *path = [UIBezierPath bezierPathWithRect:rect];
// To draw Oval uncomment
// UIBezierPath *path = [UIBezierPath bezierPathWithOvalInRect:rect];
[path fill];
[path stroke];
}
x += width;
cnt++;
}
x = 0;
y += height;
}
}
+ (UIColor *) randomColor {
CGFloat red = arc4random()%256;
CGFloat blue = arc4random()%256;
CGFloat green = arc4random()%256;
return [UIColor colorWithRed:abs(red)/255.0f green:abs(green)/255.0f blue:abs(blue)/255.0f alpha:1.0];
}
- (void)drawSquaresWithNumber:(int)numberOfSquares andSize:(CGSize)screenSize
{
nSquares = numberOfSquares;
mazeSize = screenSize;
[self setNeedsDisplay];
}
#end
Create a button, a label and 2 textfield's (one for height, one for width). Set a 1pixel border on the label and set the width and height of the label to the screen size. Create an IBAction for the button and assign the width and height of the label based on the content inside the textfield's. This will create the square. To create the circle you can either use QuartzCore and set the corner radius to half of the height/width or you can draw this programatically. This is the quickest way to achieve what you are asking without getting too far into drawing on screen with GL and would be a good start for understanding how actions and inputs work.
Related
I have a problem when i try to join lines. Here is a picture:
and I like that it looks like this:
and my code is:
- (void) drawRect:(CGRect)rect {
[super drawRect:rect];
CGContextRef context = UIGraphicsGetCurrentContext();
const CGFloat *components = CGColorGetComponents(self.lineColor.CGColor);
CGFloat red;
CGFloat green;
CGFloat blue;
CGFloat alpha;
if(CGColorGetNumberOfComponents(self.lineColor.CGColor) == 2)
{
red = 1;
green = 1;
blue = 1;
alpha = 1;
}
else
{
red = components[0];
green = components[1];
blue = components[2];
alpha = components[3];
if (alpha <= 0) alpha = 1;
}
// set the stroke color and width
CGContextSetRGBStrokeColor(context, red, green, blue, alpha);
CGContextSetLineWidth(context, 2.0);
if (self.points.count >0) {
BezierPoint *firstPoint = [self.points objectAtIndex:0];
CGContextMoveToPoint(context, firstPoint.center.x, firstPoint.center.y);
int index = 0;
for (BezierPoint *point in self.points ) {
if(index == 0){
index++;
continue;
}
CGContextAddLineToPoint(context, point.center.x, point.center.y);
}
CGContextAddLineToPoint(context, firstPoint.center.x, firstPoint.center.y);
}
CGContextSetRGBFillColor(context, 0.0, 0.0, 0.0, 0.0);
CGContextDrawPath(context, kCGPathFillStroke);
}
the problem I have is that for every point you add, the lines overlap and I would like that as I stay I add points for geometric figure that globulins do not overlap
If anyone can help me I will thank!!
I would move the logic that determines the order the lines are drawn to your view controller, and access the data needed to draw the view with from a delegate using a protocol. Views should not own their data. For example, in your .h try something like;
#import <UIKit/UIKit.h>
#protocol CowDrawViewDataSource
-(NSArray *) pointsToDraw;
#end
#interface CowDrawView : UIView
#property (nonatomic , weak) id <CowDrawViewDataSource> dataSource;
#end
Then, (and I hope this does answer you question) in the view controller, you set as your views delegate, construct the
-(NSArray *) pointsToDraw;
method, in such a way, to send your array of points in an order in from which they can be drawn. Say by finding the point the top/left point, then the top/right, then bottom/right, bottom/left. (although such an approach might not work so well with irregular polygons, and shapes that are contiguous, but not polygons.)
After you figure out how to get the array in the order you want, you can get it in your drawRect by sending a message to it's delegate such as
NSArray *points = [self.dataSource pointToDraw];
with little re-work in the drawRect it's self.
The easy way to correct your problem is first draw only single line segments between two points and see the results. Then you can form loops. I guess you are not assigning perfect coordinates points or your loop must consist of :
CGContextAddLineToPoint(context, point.center.x, point.center.y);
And then,
CGContextMoveToPoint(context, point.center.x, point.center.y);
This shows that first draw line and move to next point.
Hope this helps.
I have a Sprite object defined as follows:
#interface Sprite : NSObject {
CGFloat x; // x location
CGFloat y; // y location
CGFloat r; // red tint
CGFloat g; // green tint
CGFloat b; // blue tint
CGFloat alpha; // alpha value, for transparency
}
In the initWithCoder function of the containing view i instanciated it using:
sprite = [[Sprite alloc] init];
sprite.x = 50;
sprite.y = 100;
sprite.width = 100;
sprite.height = 200;
sprite.r = 0.0;
sprite.g = 1.0;
sprite.b = 0.0;
and I correctly see a green rectangle.
Now I would like to move it. I defined a moveTo method like this
- (void) moveTo: (CGPoint) p
{
x = p.x;
y = p.y;
}
But when I call it nothing happens. I don't know how to redraw my object.
How do you see a green rect? where do you draw it? NSObject cannot draw...
You could derive it from a UIView and change your moveTo to be like this:
- (void) moveTo: (CGPoint) p
{
self.frame.origin = p;
[self setNeedsDisplay];
}
NSObject aren't drawable objects. If you want to have a drawable object you should use UIView or its subclass that have all methods for drawing itself like drawRect
I'm implementing a subclass of UIView that displays a gauge dial with a sprite for the indicator. It has angle property that I can vary to make the needle point to different angles. It works, but on the same values for the position of the needle make it show up in different locations on the phone and the simulator. It's an iPhone 4, so I'm sure the double resolution thing is behind this, but I don't know what to do about it. I tried setting the UIView's layer's contentScaleFactor but that fails. I thought UIView got the resolution thing for free. Any suggestions?
I should note that the NSLog statements report 150 for both .frame.size. dimensions, in both the simulator and the device.
Here's the .m file
UPDATE: In the simulator, I found how to set the hardware to iPhone 4, and it looks just like the device now, both are scaling and positioning the sprite at half size.
UPDATE 2: I made a workaround. I set the .scale of my sprite equal to the UIView's contentScaleFactor and then use it to dived the UIView in half if it's a lo-res screen and the full width if it's hi-res. I still don't see why this is necessary, as I should be working in points now, not pixels. It must have something to do with the custom drawing code in the Sprite or VectorSprite classes.
I'd still appreciate some feedback if anyone has some...
#import "GaugeView.h"
#implementation GaugeView
#synthesize needle;
#define kVectorArtCount 4
static CGFloat kVectorArt[] = {
3,-4,
2,55,
-2,55,
-3,-4
};
- (id)initWithCoder:(NSCoder *)coder {
if (self = [super initWithCoder:coder]) {
needle = [VectorSprite withPoints:kVectorArt count:kVectorArtCount];
needle.scale = (float)self.contentScaleFactor; // returns 1 for lo-res, 2 for hi-res
NSLog(#" needle.scale = %1.1f", needle.scale);
needle.x = self.frame.size.width / ((float)(-self.contentScaleFactor) + 3.0); // divisor = 1 for hi-res, 2 for lo-res
NSLog(#" needle.x = %1.1f", needle.x);
needle.y = self.frame.size.height / ((float)(-self.contentScaleFactor) + 3.0);
NSLog(#" needle.y = %1.1f", needle.y);
needle.r = 0.0;
needle.g = 0.0;
needle.b = 0.0;
needle.alpha = 1.0; }
}
self.backgroundColor = [UIColor clearColor];
return self;
}
- (id)initWithFrame:(CGRect)frame {
if ((self = [super initWithFrame:frame])) {
// Initialization code
}
return self;
}
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
- (void)drawRect:(CGRect)rect {
// Drawing code
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSaveGState(context);
CGAffineTransform t0 = CGContextGetCTM(context);
t0 = CGAffineTransformInvert(t0);
CGContextConcatCTM(context, t0);
[needle updateBox];
[needle draw: context];
}
- (void)dealloc {
[needle release];
[super dealloc];
}
#end
I believe the answer is that iOS takes care of the resolution scaling automatically in drawRect methods, but in custom drawing code, you have to do it yourself.
In my example, I used the UIView's contentsScaleFactor to scale my sprite. In the future, in my custom draw method (not shown) I'll query [UIScreen mainScreen] scale and scale accordingly there.
I would like to create a view like the notes app on iPhone and therefor need the view to have ruled lines as per the notes app, I have done this in windows where you need to get the font metrics and then draw the lines onto the device context, has anyone done this in the UITextView if so some help would be appriciated
Subclass UITextView. Override -drawRect:
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetStrokeColorWithColor(context, self.lineColor.CGColor);
CGContextSetLineWidth(context, self.lineWidth);
CGFloat strokeOffset = (self.lineWidth / 2);
CGFloat rowHeight = self.font.lineHeight;
if (rowHeight > 0) {
CGRect rowRect = CGRectMake(self.contentOffset.x, - self.bounds.size.height, self.contentSize.width, rowHeight);
while (rowRect.origin.y < (self.bounds.size.height + self.contentSize.height)) {
CGContextMoveToPoint(context, rowRect.origin.x + strokeOffset, rowRect.origin.y + strokeOffset);
CGContextAddLineToPoint(context, rowRect.origin.x + rowRect.size.width + strokeOffset, rowRect.origin.y + strokeOffset);
CGContextDrawPath(context, kCGPathStroke);
rowRect.origin.y += rowHeight;
}
}
}
When you init the text view, be sure to set the contentMode to UIViewContentModeRedraw. Otherwise the lines won't scroll with the text.
self.contentMode = UIViewContentModeRedraw;
This isn't perfect. Ideally you should just draw into the rect that's passed. But I was lazy and this worked for my needs.
I think this works OK but I feel it has been hacked and I do not fully undestand the mechanism of the UITextView class;
first you must add the following to your delegate to force a redraw on scrolling
- (void)scrollViewDidScroll:(UIScrollView *)scrollView
{
// NSLog(#"scrollViewDidScroll The scroll offset is ---%f",scrollView.contentOffset.y);
[noteText setNeedsDisplay];
}
then implement drawRect in the subclass as so
- (void)drawRect:(CGRect)rect {
// Drawing code
// Get the graphics context
CGContextRef ctx = UIGraphicsGetCurrentContext();
[super drawRect:rect];
// Get the height of a single text line
NSString *alpha = #"ABCD";
CGSize textSize = [alpha sizeWithFont:self.font constrainedToSize:self.contentSize lineBreakMode:UILineBreakModeWordWrap];
NSUInteger height = textSize.height;
// Get the height of the view or contents of the view whichever is bigger
textSize = [self.text sizeWithFont:self.font constrainedToSize:self.contentSize lineBreakMode:UILineBreakModeWordWrap];
NSUInteger contentHeight = (rect.size.height > textSize.height) ? (NSUInteger)rect.size.height : textSize.height;
NSUInteger offset = 6 + height; // MAGIC Number 6 to offset from 0 to get first line OK ???
contentHeight += offset;
// Draw ruled lines
CGContextSetRGBStrokeColor(ctx, .8, .8, .8, 1);
for(int i=offset;i < contentHeight;i+=height) {
CGPoint lpoints[2] = { CGPointMake(0, i), CGPointMake(rect.size.width, i) };
CGContextStrokeLineSegments(ctx, lpoints, 2);
}
}
Still worry about this Magic Number 6
Bob
You can try setting the backgroundColor of you textView using an image with ruled lines
textView.backgroundColor = [UIColor colorWithPatternImage:[UIImage imageNamed:#"RuledLinesPage.png"]];
Color with pattern image creates a tiled image if the area to be filled with the color is larger than the image. So you will have to make sure that the image size is correct size/tileable (I don't think 'tileable' is a real word but i hope you get what i mean). Also you will have to create the image with ruled lines to best match you textView's font.
Good Luck.
#lukya,
Your solution is bit messy as when we scroll the UITextView the text only scrolls leaving the lines (coming from the image) in its place.
A better solution would be to add subview to your text view where you have drawn the lines. You need to add an observer to the text view in order to track its change in content size as the text increase/decrease.
I am trying to draw individual pixels in xcode to be outputted to the iphone. I do not know any OpenGL or Quartz coding but I do know a bit about Core Graphics. I was thinking about drawing small rectangles with width and height of one, but do not know how to implement this into code and how to get this to show in the view. Any help is greatly appreciated.
For a custom UIView subclass that allows plotting dots of a fixed size and color:
// Make a UIView subclass
#interface PlotView : UIView
#property (nonatomic) CGContextRef context;
#property (nonatomic) CGLayerRef drawingLayer; // this is the drawing surface
- (void) plotPoint:(CGPoint) point; //public method for plotting
- (void) clear; // erases drawing surface
#end
// implementation
#define kDrawingColor ([UIColor yellowColor].CGColor)
#define kLineWeight (1.5)
#implementation PlotView
#synthesize context = _context, drawingLayer = _drawingLayer;
- (id) initPlotViewWithFrame:(CGRect) frame; {
self = [super initWithFrame:frame];
if (self) {
// this is total boilerplate, it rarely needs to change
self.backgroundColor = [UIColor clearColor];
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB();
CGFloat width = frame.size.width;
CGFloat height = frame.size.height;
size_t bitsPerComponent = 8;
size_t bytesPerRow = (4 * width);
self.context = CGBitmapContextCreate(NULL, width, height, bitsPerComponent, bytesPerRow, colorspace, kCGImageAlphaPremultipliedFirst);
CGColorSpaceRelease(colorspace);
CGSize size = frame.size;
self.drawingLayer = CGLayerCreateWithContext(self.context, size, NULL);
}
return self;
}
// override drawRect to put drawing surface onto screen
// you don't actually call this directly, the system will call it
- (void) drawRect:(CGRect) rect; {
// this creates a new blank image, then gets the surface you've drawn on, and stamps it down
// at some point, the hardware will render this onto the screen
CGContextRef currentContext = UIGraphicsGetCurrentContext();
CGImageRef image = CGBitmapContextCreateImage(self.context);
CGRect bounds = [self bounds];
CGContextDrawImage(currentContext, bounds, image);
CGImageRelease(image);
CGContextDrawLayerInRect(currentContext, bounds, self.drawingLayer);
}
// simulate plotting dots by drawing a very short line with rounded ends
// if you need to draw some other kind of shape, study this part, along with the docs
- (void) plotPoint:(CGPoint) point; {
CGContextRef layerContext = CGLayerGetContext(self.drawingLayer); // get ready to draw on your drawing surface
// prepare to draw
CGContextSetLineWidth(layerContext, kLineWeight);
CGContextSetLineCap(layerContext, kCGLineCapRound);
CGContextSetStrokeColorWithColor(layerContext, kDrawingColor);
// draw onto surface by building a path, then stroking it
CGContextBeginPath(layerContext); // start
CGFloat x = point.x;
CGFloat y = point.y;
CGContextMoveToPoint(layerContext, x, y);
CGContextAddLineToPoint(layerContext, x, y);
CGContextStrokePath(layerContext); // finish
[self setNeedsDisplay]; // this tells system to call drawRect at a time of it's choosing
}
- (void) clear; {
CGContextClearRect(CGLayerGetContext(self.drawingLayer), [self bounds]);
[self setNeedsDisplay];
}
// teardown
- (void) dealloc; {
CGContextRelease(_context);
CGLayerRelease(_drawingLayer);
[super dealloc];
}
If you want to be able to draw pixels that are cumulatively added to some previously drawn pixels, then you will need to create your own bitmap graphics context, backed by your own bitmap memory. You can then set individual pixels in the bitmap memory, or draw short lines or small rectangles in your graphics context. To display your drawing context, first convert it to an CGImageRef. Then you can either draw this image to a subclassed UIView in the view's drawRect, or assign the image to the contents of the UIView's CALayer.
Look up: CGBitmapContextCreate and CGBitmapContextCreateImage in Apple's documentation.
ADDED:
I wrote up a longer explanation of why you might need to do this when drawing pixels in an iOS app, plus some source code snippets, on my blog: http://www.musingpaw.com/2012/04/drawing-in-ios-apps.html
All drawing needs to go into the - (void)drawRect:(CGRect)rect method. [self setNeedsDisplay] flags the code for a redraw. Problem is your redrawing nothing.