I can't seem to remove the border on a rectangle! See code below, I am creating a link using a PDFannotation. The links all work but each rectangle has a border.
PdfAnnotation annotation;
Rectangle rect = new Rectangle(xOffset, yOffset, xOffset + tab.getScaledWidth(), yOffset+tab.getScaledHeight());
rect.setBorder(Rectangle.NO_BORDER);
annotation = PdfAnnotation.createLink(writer, rect, PdfAnnotation.HIGHLIGHT_NONE, PdfAction.gotoLocalPage(section.GetStartPageIndex() + 1,destination, writer));
stamper.addAnnotation(annotation,i);
I've realised it's the annotation which has the border, to remove use
annotation.setBorder(new PdfBorderArray(0f, 0f, 0f));
Or you can use:
annotation.BorderStyle = new PdfBorderDictionary(0f, 0);
Related
Like so:
I know that this will not work with NSShadow, drawing it in drawRect: will work just fine.
You can do this and many other kinds of shadows using Core Animations layers and the shadowPath property. The shadow that you are describing can be make with an elliptical shadow path.
The code to produce this shadow is below. You can tweak the size of the ellipse to have a rounder shape of the shadow. You can also tweak the position, opacity, color and blur radius using the shadow properties on the layer.
self.wantsLayer = YES;
NSView *viewWithRoundShadow = [[NSView alloc] initWithFrame:NSMakeRect(30, 30, 200, 100)];
[self addSubview:viewWithRoundShadow];
CALayer *backingLayer = viewWithRoundShadow.layer;
backingLayer.backgroundColor = [NSColor orangeColor].CGColor;
// Configure shadow
backingLayer.shadowColor = [NSColor blackColor].CGColor;
backingLayer.shadowOffset = CGSizeMake(0, -1.);
backingLayer.shadowRadius = 5.0;
backingLayer.shadowOpacity = 0.75;
CGRect shadowRect = backingLayer.bounds;
CGFloat shadowRectHeight = 25.;
shadowRect.size.height = shadowRectHeight;
// make narrow
shadowRect = CGRectInset(shadowRect, 5, 0);
backingLayer.shadowPath = CGPathCreateWithEllipseInRect(shadowRect, NULL);
Just to show some examples of other shadows than can be created using the same technique; a path like this
will produce a shadow like this
It's far from perfect but I think it does draw the sort of shadow you are looking for. Bear in mind that I have left a plain linear gradient in place from a total black to a clear color. Being so dark, this will not give you a super-realistic shadow unless you tweak the values a bit. You may want to play with the gradient by adding more locations with different alpha values to get whatever stepping you like. Some experimentation is probably required but the values are all there to play with.
As per your suggestion it's a drawRect:(CGRect)rect thing. Just create a custom view and only override it:
- (void)drawRect:(CGRect)rect {
// Get the context
CGContextRef context = UIGraphicsGetCurrentContext();
// Setup the gradient locations. We just want 0 and 1 as in the start and end of the gradient.
CGFloat locations[2] = { 0.0, 1.0 };
// Setup the two colors for the locations. A plain black and a plain black with alpha 0.0 ;-)
CGFloat colors[8] = { 0.0f, 0.0f, 0.0f, 1.0f, // Start color
0.0f, 0.0f, 0.0f, 0.0f }; // End color
// Build the gradient
CGGradientRef gradient = CGGradientCreateWithColorComponents(CGColorSpaceCreateDeviceRGB(),
colors,
locations,
2);
// Load a transformation matrix that will squash the gradient in the current context
CGContextScaleCTM(context,1.0f,0.1f);
// Draw the gradient
CGContextDrawRadialGradient(context, // The context
gradient, // The gradient
CGPointMake(self.bounds.size.width/2,0.0f), // Starting point
0.0f, // Starting redius
CGPointMake(self.bounds.size.width/2,0.0f), // Ending point
self.bounds.size.width/2, // Ending radius
kCGGradientDrawsBeforeStartLocation); // Options
// Release it an pray that everything was well written
CGGradientRelease(gradient);
}
This is how it looks like on my screen...
I simply placed an image just over the shadow but you can easily merge the shadow with an image if you subclass UIImageView and override it's drawRect method.
As you can see, what I did was to simply setup a circular gradient but I loaded a scaling matrix to squash it before drawing it to the context.
If you plan to do anything else in that method, remember that you have the matrix in place and everything you do will be deformed by it. You may want to save the the CTM with CGContextSaveGState() before loading the matrix and then restore the original state with CGContextRestoreGState()
Hope this was what you where looking for.
Cheers.
I could explain how to do this in code, or explain how to use a tool which generate this code for you. I choose the latter.
Using PaintCode (free demo available, 1 hour limit per session).
Draw an oval
Draw a Rectangle which intersects with the bottom of the oval.
CMD click both the rectangle and the oval, in the "Objects" list in the top left corner.
Press the Intersect button in the Toolbar.
Select the Bezier from the Objects list.
Set its Stroke to "No Stroke"
Click the Gradient button (located on the left, below the Selection Inspector)
Press the "+" button
Change the gradient color to light grey.
From the Selection inspector, change the Fill Style to "Gradient"
Select Gradient: Linear
adjust the gradient till you are satisfied.
- (void)viewDidLoad
{
UIImage *natureImage = [UIImage imageNamed:#"nature.jpg"];
CALayer *layer = [CALayer layer];
layer.bounds = CGRectMake(0, 0, 200, 200);
layer.position = CGPointMake(380, 200);
layer.contents = (id)natureImage.CGImage;
layer.shadowOffset = CGSizeMake(0,2);
layer.shadowOpacity = 0.70;
layer.shadowPath = (layer.shadowPath) ? nil : [self bezierPathWithCurvedShadowForRect:layer.bounds].CGPath;
[self.view.layer addSublayer:layer];
}
- (UIBezierPath*)bezierPathWithCurvedShadowForRect:(CGRect)rect {
UIBezierPath *path = [UIBezierPath bezierPath];
CGPoint topLeft = rect.origin;
CGPoint bottomLeft = CGPointMake(0.0, CGRectGetHeight(rect) + offset);
CGPoint bottomMiddle = CGPointMake(CGRectGetWidth(rect)/2, CGRectGetHeight(rect) - curve);
CGPoint bottomRight = CGPointMake(CGRectGetWidth(rect), CGRectGetHeight(rect) + offset);
CGPoint topRight = CGPointMake(CGRectGetWidth(rect), 0.0);
[path moveToPoint:topLeft];
[path addLineToPoint:bottomLeft];
[path addQuadCurveToPoint:bottomRight controlPoint:bottomMiddle];
[path addLineToPoint:topRight];
[path addLineToPoint:topLeft];
[path closePath];
return path;
}
Hope this will help you.
OK, so I needed a rounded triangle. So what I did was use a technique similar to what I've used in other vector drawing programs. Draw the triangle and use the stroke to create the rounded corners. Worked like a charm too, until I needed to reduce the alpha of the color used to fill and stroke the UIBezierPath. For some reason I keep getting this inset outline that isn't the same color as the Fill and Stroke. Somehow the alpha value isn't being respected. Maybe I'm overlooking something silly here, but try as I might I can't get the triangle all one color with a alpha value lower than 1. This is what I get:
And heres the simple code:
- (void)drawRect:(CGRect)rect
{
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint: CGPointMake(63.5, 10.5)];
[path addLineToPoint: CGPointMake(4.72, 119.5)];
[path addLineToPoint: CGPointMake(122.28, 119.5)];
[path addLineToPoint: CGPointMake(63.5, 10.5)];
[path closePath];
path.miterLimit = 7;
path.lineCapStyle = kCGLineCapRound;
path.lineJoinStyle = kCGLineJoinRound;
path.lineWidth = 8;
UIColor *whiteAlph5 = [UIColor colorWithWhite:0.6 alpha:0.5];
[whiteAlph5 setFill];
[whiteAlph5 setStroke];
[path fill];
[path stroke];
}
I can't understand why the line would be anything other than the "whiteAlpha5" if that's the only color I've set for both fill and stroke. I suppose I can just draw the rounded triangle out adding the curves to to corners, but I'm just curious as to why this happens.Thanks in advance...
If you must have the stroke, alter your call to [UIBezierPath stroke] like so:
[path fill];
[path strokeWithBlendMode:kCGBlendModeCopy alpha:1.0];
This should achieve the effect you want (I think - haven't been able to test it)
This is a bit of a guess, but I think you're seeing here is essentially two layers of semitransparent white, one drawn on top of the other. When the triangle is just filled in, it would be what you're expecting. When you stroke, it's drawing the same colour - but it's adding it on top of the existing colour, not replacing it, which is the effect you might expect if you've done this before in paint programs or similar. Thus, where the stroke and fill overlap, you're getting a stronger white than you're after. Just using fill by itself could solve this, but might not get the rounded effect you're after.
If you need a visual demonstration of what I mean, you can do this in Photoshop. Create a new image with a black background and create a new layer above it, set to 50% opacity. Draw a white square on it (which will look grey due to the opacity). Then, without changing layers, draw a line through it. You won't see the line, because it's replacing the existing colour - this is what you expected to happen with your code. Then, add another layer above it, also set to 50% opacity. Draw a line on this layer, through the square. You'll see the line as a brighter grey. This is additive, the white overlapping on both layers - the effect that your code is creating.
The line is because your stroke and your fill are drawing to the same pixels. Since both the stroke and the fill are partially transparent, the colors accumulate.
One way to fix this is to just create a path that outlines your rounded triangle, and fill it without stroking it.
Here's the interface for a category that creates a path outlining a rounded polygon:
#interface UIBezierPath (MyRoundedPolygon)
+ (UIBezierPath *)my_roundedPolygonWithSides:(int)sides center:(CGPoint)center
vertexRadius:(CGFloat)vertexRadius cornerRadius:(CGFloat)cornerRadius
rotationOffset:(CGFloat)rotationOffset;
#end
Here's the implementation:
#implementation UIBezierPath (MyRoundedPolygon)
static CGPoint vertexForPolygon(int sides, CGPoint center, CGFloat circumradius, CGFloat index) {
CGFloat angle = index * 2 * M_PI / sides;
return CGPointMake(center.x + circumradius * cosf(angle),
center.y + circumradius * sinf(angle));
}
+ (UIBezierPath *)my_roundedPolygonWithSides:(int)sides center:(CGPoint)center
vertexRadius:(CGFloat)vertexRadius cornerRadius:(CGFloat)cornerRadius
rotationOffset:(CGFloat)rotationOffset
{
CGFloat circumradius = vertexRadius + cornerRadius;
CGPoint veryLastVertex = vertexForPolygon(sides, center, circumradius, rotationOffset - 1);
CGPoint currentVertex = vertexForPolygon(sides, center, circumradius, rotationOffset);
CGMutablePathRef cgpath = CGPathCreateMutable();
CGPathMoveToPoint(cgpath, NULL, (veryLastVertex.x + currentVertex.x) / 2,
(veryLastVertex.y + currentVertex.y) / 2);
for (CGFloat i = 0; i < sides; ++i) {
CGPoint nextVertex = vertexForPolygon(sides, center, circumradius,
i + 1 + rotationOffset);
CGPathAddArcToPoint(cgpath, NULL, currentVertex.x, currentVertex.y,
nextVertex.x, nextVertex.y, cornerRadius);
currentVertex = nextVertex;
}
CGPathCloseSubpath(cgpath);
UIBezierPath *path = [self bezierPathWithCGPath:cgpath];
CGPathRelease(cgpath);
return path;
}
#end
Here's how you use it:
#implementation MyView
- (void)drawRect:(CGRect)rect
{
CGRect bounds = self.bounds;
CGPoint center = CGPointMake(CGRectGetMidX(bounds), CGRectGetMidY(bounds));
UIBezierPath *path = [UIBezierPath my_roundedPolygonWithSides:3 center:center
vertexRadius:70 cornerRadius:8 rotationOffset:0.25];
[[UIColor colorWithWhite:0.6 alpha:0.5] setFill];
[path fill];
}
#end
And here's the result:
Note that setting rotationOffset to 0.25 rotated the triangle one quarter turn. Setting it to zero will give you a right-pointing triangle.
I draw the message bubble using UIBezierpath in uiview. I render the textview inside the bezier path. My problem is when I enter the text in textview I want to message bubble size dynamically increase but I cannot do that. how can resolve the issue.
You can resize the UIBezierpath relative to your UITextview frame size like this:
CGRect box = CGPathGetBoundingBox(bezierpath.CGPath)
CGFloat scaleX = textView.frame.size.width / box.frame.size.width;
CGFloat scaleY = textView.frame.size.height / box.frame.size.height;
CGAffineTransform transform = CGAffineTransformMakeScale(scaleX, scaleY);
CGPathRef intermediatePath = CGPathCreateCopyByTransformingPath(bezierpath.CGPath, &transform);
bezierPath.CGPath = intermediatePath;
CFRelease(intermediatePath);
Hope that help!
I'm looking for a way to add a solid color border to an existent image with Core Image. I've found the filter list reference but there is no one to make it.
Help !!
We need to have the CIImage extent or the CGRect in which we want to create the solid border. Than, We can draw a CIImage forming a solid line in the specified area, and repeat the steps for 3 more times for different positions to draw a complete solid rectangle. Following is the piece of code which will draw a straight solid line above the specified area.
CIImage *overlay1 = [CIImage imageWithColor:[CIColor colorWithRed:255/255.f green:0/255.f blue:0/255.f alpha:1.00f]];
overlay1 = [overlay1 imageByCroppingToRect:image.extent];
overlay1 = [overlay1 imageByApplyingFilter:#"CIPerspectiveTransformWithExtent" withInputParameters:#{#"inputExtent":[CIVector vectorWithCGRect:image.extent],#"inputTopLeft":[CIVector vectorWithCGPoint:CGPointMake(topLeft.x - 5, topLeft.y + 5)],#"inputTopRight":[CIVector vectorWithCGPoint:CGPointMake(topRight.x + 5, topRight.y + 5)],#"inputBottomLeft":[CIVector vectorWithCGPoint:CGPointMake(topLeft.x - 5, topLeft.y )],#"inputBottomRight":[CIVector vectorWithCGPoint:CGPointMake(topRight.x + 5, topRight.y ) ]}];
overlay = [ overlay1 imageByCompositingOverImage:overlay];
I have kept the width for 5 pixels. topLeft , topRight.... are the respective CGPoint for the position. For a complete rectangle you will also need bottomLeft and bottomRight.
Overlay is the original CIImage .
This isn't exactly what you asked about, but it might be better if you just want to display the image with a border (rather than actually drawing a border onto it)...
You can use CALayer to add borders (and rounded corners, shadows, etc.) to any UIView...
// imgView is an instance of UIImageView, but this works with any UIView
imgView.layer.borderWidth = 2.0f;
imgView.layer.borderColor = [[UIColor blackColor] CGColor];
You also need to #import <QuartzCore/QuartzCore.h> and link to the QuartzCore framework for this to work.
I like the way this (http://shakeitphoto.com/) application puts a border around the image.. i would like to do something similar in my application but not sure how should I go about doing it.
Any ideas on how given a UIImage can I wrap a frame around it?
From that website, it appears you want a border with a shadow. There's 2 reasonable options, 3 if you don't care about the shadow.
If you don't care about the shadow, you can just do something like
#import <QuartzCore/QuartzCore.h> // this should be at the top
// inside your view layout code
myImageView.layer.borderColor = [UIColor whiteColor].CGColor
myImageView.layer.borderWidth = 5;
This will give you a 5-pixel white border inset into the view, layered on top of the view's contents (e.g. the image). What it won't give you is a shadow. If you want the shadow, there's 2 other options.
You could just create an image that includes the border and the shadow, and nothing else. Just make everything else alpha-transparent. Then you can simply layer this image on top of the one you want to display (either with 2 imageviews, or by creating a third image out of the 2). This should work fine, but it won't scale to different image sizes. In the case of the linked app, the image size is always the same so they could be using this.
The other option is to simply draw the border and shadow on top of your image in a new image. Here's a bit of sample code that will do this - it creates a new image the same size as your original, but with a white, shadowed border:
- (UIImage *)borderedImage:(UIImage *)image {
// the following NO means the new image has an alpha channel
// If you know the source image is fully-opaque, you may want to set that to YES
UIGraphicsBeginImageContextWithOptions(image.size, NO, image.scale);
[image drawAtPoint:CGPointZero];
CGContextRef ctx = UIGraphicsGetCurrentContext();
const CGFloat shadowRadius = 5;
CGContextSetShadowWithColor(ctx, 0, shadowRadius, [UIColor blackColor].CGColor);
[[UIColor whiteColor] set];
CGRect rect = (CGRect){CGPointZero, image.size};
const CGFloat frameWidth = 5;
rect = CGRectInset(rect, frameWidth / 2.0f, frameWidth / 2.0f);
UIBezierPath *path = [UIBezierPath bezierPathWithRect:rect];
path.lineWidth = frameWidth;
[path stroke];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
// note: getting the new image this way throws away the orientation data from the original
// You could create a third image by doing something like
// newImage = [UIImage imageWithCGImage:newImage.CGImage scale:newImage.scale orientation:image.orientation]
// but I am unsure as to how orientation actually affects rendering (if at all)
UIGraphicsEndImageContext();
return newImage;
}
(note: this code has not been compiled and could contain bugs)