I am creating an app in which i am trying to clear the rect of UIImageView. I have achieved this with CGContextClearRect, but the problem is that it is clearing rect in square shape and i want to achieve this effect in round shape.
What i have tried so far:
UITouch *touch2 = [touches anyObject];
CGPoint point = [touch2 locationInView:img];
UIGraphicsBeginImageContextWithOptions(img.bounds.size, NO, 0.0f);
[img.image drawInRect:CGRectMake(0, 0, img.frame.size.width, img.frame.size.height) blendMode:kCGBlendModeNormal alpha:1.0];
CGContextRef context = UIGraphicsGetCurrentContext();
CGRect cirleRect = CGRectMake(point.x, point.y, 40, 40);
CGContextAddArc(context, 50, 50, 50, 0.0, 2*M_PI, 0);
CGContextClip(context);
CGContextClearRect(context,cirleRect);
//CGContextClearRect(context, CGRectMake(point.x, point.y, 30, 30));
img.image =UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
I'm not sure exactly what you are doing, but your clipping arc isn't being created correctly. You are creating it at a fixed position which is why it doesn't really work - except it does, if you click in the top left corner.
If you want to see it working try this:
- (IBAction)clearCircle:(UITapGestureRecognizer *)sender {
UIImageView *imageView = self.imageView;
UIImage *currentImage = imageView.image;
CGSize imageViewSize = imageView.bounds.size;
CGFloat rectWidth = 40.0f;
CGFloat rectHeight = 40.0f;
CGPoint touchPoint = [sender locationInView:imageView];
UIGraphicsBeginImageContextWithOptions(imageViewSize, YES, 0.0f);
CGContextRef ctx = UIGraphicsGetCurrentContext();
[currentImage drawAtPoint:CGPointZero];
CGRect clippingEllipseRect = CGRectMake(touchPoint.x - rectWidth / 2, touchPoint.y - rectHeight / 2, rectWidth, rectHeight);
CGContextAddEllipseInRect(ctx, clippingEllipseRect);
CGContextClip(ctx);
CGContextClearRect(ctx, clippingEllipseRect);
imageView.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
}
Which creates a clipping ellipse (in this case a circle) in the rect 40 x 40 centred at the touch point.
You can see this in an example project on Bitbucket which you can download for yourself to try
Related
If I override drawRect in order to display an image and place a dinamically-generated overlay on it (see code), whenever I scale up the image it is drawn in a very blurry way as the result of the scaling.
The image is composed of two pieces, an image drawn from a png (whose original size is 2x the wanted one, so it should not give problems when scaled, but it does) and the other is dinamically generated according to the rect size, so it should also adapt to the current rect size, but it doesn't.
Any help?
- (void) drawRect:(CGRect)rect
{
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGContextDrawImage(ctx, CGRectMake(0, 0, rect.size.width, rect.size.height), [UIImage imageNamed:#"actionBg.png"].CGImage);
// generate the overlay
if ([self isActive] == NO && self.fullDelay != 0) { // TODO: remove fullDelay check!
UIGraphicsBeginImageContextWithOptions(rect.size, NO, 0.0);
CGContextRef overlayCtx = UIGraphicsGetCurrentContext();
int segmentSize = (rect.size.height / [self fullDelay]);
for (int i=0; i<[self fullDelay]; i++) {
float alpha = 0.9 - (([self fullDelay] * 0.1) - (i * 0.1));
[[UIColor colorWithRed:120.0/255.0 green:14.0/255.0 blue:14.0/255.0 alpha:alpha] setFill];
if (currentDelay > i) {
CGRect r = CGRectMake(0, i * segmentSize, rect.size.width, segmentSize);
CGContextFillRect(overlayCtx, r);
}
[[UIColor colorWithRed:1 green:1 blue:1 alpha:0.3] setFill];
CGRect line = CGRectMake(0, (i * segmentSize) + segmentSize - 1 , rect.size.width, 1);
CGContextFillRect(overlayCtx, line);
}
UIImage *overlay = UIGraphicsGetImageFromCurrentImageContext();
UIImage *overlayMasked = [TDUtilities maskImage:overlay withMask:[UIImage imageNamed:#"actionMask.png"]];
// prevent the drawings to be flipped
CGContextTranslateCTM(overlayCtx, 0, rect.size.height);
CGContextScaleCTM(overlayCtx, 1.0, -1.0);
CGContextSetBlendMode(ctx, kCGBlendModeMultiply);
CGContextDrawImage(ctx, rect, overlayMasked.CGImage);
CGContextSetBlendMode(ctx, kCGBlendModeNormal);
UIGraphicsEndImageContext();
}
The problem is that you are drawing overlayMasked as a CGImage with CGContextDrawImage, which knows nothing of scale. Either you will have to double the size yourself manually if you're in a double-scale situation, or you should use UIImage, which knows about scale.
I am trying to draw an image like below with libraries in iOS; but i couldn't.
I think it is very easy to draw but i couldn't achieve.
After i accomplish to draw i will place a label over it.
Use this as your drawRect method:
- (void)drawRect:(CGRect)rect
//// General Declarations
CGContextRef context = UIGraphicsGetCurrentContext();
//// Shadow Declarations
UIColor* shadow = [UIColor blackColor];
CGSize shadowOffset = CGSizeMake(1, 1);
CGFloat shadowBlurRadius = 2;
//// Frames
CGRect frame = rect;
//// Abstracted Graphic Attributes
CGRect shadowBoxRect = CGRectMake(CGRectGetMinX(frame) + 0, CGRectGetMinY(frame) + 0, 40, 40);
CGFloat shadowBoxCornerRadius = 4;
//// ShadowBox Drawing
UIBezierPath* shadowBoxPath = [UIBezierPath bezierPathWithRoundedRect: shadowBoxRect cornerRadius: shadowBoxCornerRadius];
[[UIColor lightGrayColor] setFill];
[shadowBoxPath fill];
////// ShadowBox Inner Shadow
CGRect shadowBoxBorderRect = CGRectInset([shadowBoxPath bounds], -shadowBlurRadius, -shadowBlurRadius);
shadowBoxBorderRect = CGRectOffset(shadowBoxBorderRect, -shadowOffset.width, -shadowOffset.height);
shadowBoxBorderRect = CGRectInset(CGRectUnion(shadowBoxBorderRect, [shadowBoxPath bounds]), -1, -1);
UIBezierPath* shadowBoxNegativePath = [UIBezierPath bezierPathWithRect: shadowBoxBorderRect];
[shadowBoxNegativePath appendPath: shadowBoxPath];
shadowBoxNegativePath.usesEvenOddFillRule = YES;
CGContextSaveGState(context);
{
CGFloat xOffset = shadowOffset.width + round(shadowBoxBorderRect.size.width);
CGFloat yOffset = shadowOffset.height;
CGContextSetShadowWithColor(context,
CGSizeMake(xOffset + copysign(0.1, xOffset), yOffset + copysign(0.1, yOffset)),
shadowBlurRadius,
shadow.CGColor);
[shadowBoxPath addClip];
CGAffineTransform transform = CGAffineTransformMakeTranslation(-round(shadowBoxBorderRect.size.width), 0);
[shadowBoxNegativePath applyTransform: transform];
[[UIColor grayColor] setFill];
[shadowBoxNegativePath fill];
}
CGContextRestoreGState(context);
}
Inner shadows are hard to do with CoreGraphics -- basically, you need to negate your path and draw a drop shadow below it, clipped to your original path.
You can take a look at PaintCode and it will show you the code. It has a 15-min demo mode if you don't want to purchase it, that should be enough for your needs.
You could try this:
#import <QuartzCore/QuartzCore.h>
and in your code , after making the your view set these:
self.layer.cornerRadius = x;
self.layer.masksToBounds = TRUE;
This allows you to have rounded corners on your view. And if you calculate the radius to match your view , you should get the desired look.
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
self.backgroundColor = [UIColor grayColor];
}
return self;
}
- (void)drawRect:(CGRect)rect
{
CGContextRef context =UIGraphicsGetCurrentContext();
CGContextSetRGBStrokeColor(context, 1.0, 1.0, 1.0, 1.0);
// And draw with a blue fill color
CGContextSetRGBFillColor(context, 0.0, 0.0, 1.0, 1.0);
// Draw them with a 2.0 stroke width so they are a bit more visible.
CGContextSetLineWidth(context, 2.0);
CGContextAddRect(context, self.bounds);
CGContextStrokePath(context);
// Close the path
CGContextClosePath(context);
// Fill & stroke the path
CGContextDrawPath(context, kCGPathFillStroke);
self.layer.cornerRadius = self.bounds.size.width/12;
self.layer.masksToBounds = TRUE;
}
I think it will be helpful to you.
Try the below code where myView is the UIView to which you want to set the shadow.
myView.layer.cornerRadius = 5.0f;
myView.layer.masksToBounds = YES;
[myView.layer setShadowColor:[[UIColor blackColor] colorWithAlphaComponent: 0.5]];
[myView.layer setShadowOffset:CGSizeMake(0, -1)];
Hope this helps.-
From http://replyz.com/c/1244746-does-anyone-know-the-exact-cgcolorref-used-to-create-the-selection-highlight-when-using-uitableviewcellselectionstyleblue#
I saw someone did it with Code and he said the highlighted color is from a UIImage.
Where can I find the image?
(I want to highlight a UIButton with the UITableViewCellSelectionStyleBlue color)
I found the link http://replyz.com/c/1244746-does-anyone-know-the-exact-cgcolorref-used-to-create-the-selection-highlight-when-using-uitableviewcellselectionstyleblue# including some code which can be used to create the highlight. And I create a new UIImage with the Code.
Here is the code:
+ (UIImage *) imageForSelectedBlue {
CGRect rect = CGRectMake(0, 0, 10, 10);
UIGraphicsBeginImageContext(rect.size);
CGContextRef context = UIGraphicsGetCurrentContext();
size_t num_locations = 2;
CGFloat locations[2] = { 0.0, 1.0 };
CGFloat components[8] = { 0.021, 0.548, 0.962, 1.000, 0.008, 0.364, 0.900, 1.000 };
CGColorSpaceRef rgbColorspace = CGColorSpaceCreateDeviceRGB();
CGGradientRef selectionGradient = CGGradientCreateWithColorComponents(rgbColorspace, components, locations, num_locations);
CGPoint startPoint = CGPointMake(CGRectGetMidX(rect), CGRectGetMinY(rect));
CGPoint endPoint = CGPointMake(CGRectGetMidX(rect), CGRectGetMaxY(rect));
CGContextDrawLinearGradient(context, selectionGradient, startPoint, endPoint, 0);
CGGradientRelease(selectionGradient);
CGColorSpaceRelease(rgbColorspace);
UIImage *img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return img;
}
Actually, you can set the background image of the button. It is more efficient.
[button setBackgroundImage:buttonBackgroundPressed forState:UIControlStateHighlighted];
I got a requirements to display a UILabel with background split between two colors, like in this image:
(colors here are black at the bottom and 50% gray at the top - but this is not important). I tried setting the label's background colour to 50% grey in the interface builder and then do this in the code:
CALayer *sl1 = [[[CALayer alloc] init] autorelease];
sl1.frame = CGRectMake(0, lbl.frame.size.height / 2, lbl.frame.size.width, score1.frame.size.height/2);
sl1.backgroundColor = [[UIColor blackColor] CGColor];
[lbl.layer insertSublayer:sl1 atIndex:0];
Unfortunately, this resulted in the black part being drawn over the text, so the label looks like this:
which is, needless to say, is not something I need. So how can I get this background without turning to custom images? The issue is I need to have UILabel's like this in several places, different sizes - so I would need to create multiple versions of the background image.
Any ideas? Thanks.
this works:
UILabel* myLabel = [[UILabel alloc] initWithFrame:CGRectMake(100, 100, 100, 50)];
myLabel.text = #"Ciao";
myLabel.textColor = [UIColor greenColor];
UIGraphicsBeginImageContext(CGSizeMake(100, 50));
CGContextRef context = UIGraphicsGetCurrentContext();
// drawing with a gray fill color
CGContextSetRGBFillColor(context, 0.4, 0.4, 0.4, 1.0);
// Add Filled Rectangle,
CGContextFillRect(context, CGRectMake(0.0, 0.0, 100, 50));
// drawing with a black fill color
CGContextSetRGBFillColor(context, 0., 0., 0., .9);
// Add Filled Rectangle,
CGContextFillRect(context, CGRectMake(0.0, 25, 100, 25));
UIImage* resultingImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
myLabel.backgroundColor = [UIColor colorWithPatternImage:resultingImage];
[self.view addSubview:myLabel];
Use UIColor's +colorWithPatternImage:. Pass in a 1px by the UILabel's height image and it will be "tiled" across the the width of the view.
myLabel.backgroundColor = [UIColor colorWithPatternImage:[UIImage imageNamed:#"label-background.png"]];
first you have to subclass the UILabel and override it's drawRect: method like this for gradient background
- (void)drawRect:(CGRect)rect
{
//////////////GET REFERENCE TO CURRENT GRAPHICS CONTEXT
CGContextRef context = UIGraphicsGetCurrentContext();
//////////////CREATE BASE SHAPE WITH ROUNDED CORNERS FROM BOUNDS
CGRect activeBounds = self.bounds;
CGFloat cornerRadius = 10.0f;
CGFloat inset = 6.5f;
CGFloat originX = activeBounds.origin.x + inset;
CGFloat originY = activeBounds.origin.y + inset;
CGFloat width = activeBounds.size.width - (inset*2.0f);
CGFloat height = activeBounds.size.height - (inset*2.0f);
CGRect bPathFrame = CGRectMake(originX, originY, width, height);
CGPathRef path = [UIBezierPath bezierPathWithRoundedRect:bPathFrame cornerRadius:cornerRadius].CGPath;
//////////////CREATE BASE SHAPE WITH FILL AND SHADOW
CGContextAddPath(context, path);
CGContextSetFillColorWithColor(context, [UIColor colorWithRed:210.0f/255.0f green:210.0f/255.0f blue:210.0f/255.0f alpha:1.0f].CGColor);
CGContextSetShadowWithColor(context, CGSizeMake(0.0f, 1.0f), 6.0f, [UIColor colorWithRed:0.0f/255.0f green:0.0f/255.0f blue:0.0f/255.0f alpha:1.0f].CGColor);
CGContextDrawPath(context, kCGPathFill);
//////////////CLIP STATE
CGContextSaveGState(context); //Save Context State Before Clipping To "path"
CGContextAddPath(context, path);
CGContextClip(context);
//////////////DRAW GRADIENT
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
size_t count = 3;
CGFloat locations[3] = {0.0f, 0.57f, 1.0f};
CGFloat components[12] =
{ 0.0f/255.0f, 0.0f/255.0f, 0.0f/255.0f, 1.0f, //1
5.0f/255.0f, 5.0f/255.0f, 5.0f/255.0f, 1.0f, //2
10.0f/255.0f, 10.0f/255.0f, 10.0f/255.0f, 1.0f}; //3
CGGradientRef gradient = CGGradientCreateWithColorComponents(colorSpace, components, locations, count);
CGPoint startPoint = CGPointMake(activeBounds.size.width * 0.5f, 0.0f);
CGPoint endPoint = CGPointMake(activeBounds.size.width * 0.5f, activeBounds.size.height);
CGContextDrawLinearGradient(context, gradient, startPoint, endPoint, 0);
CGColorSpaceRelease(colorSpace);
CGGradientRelease(gradient);
}
This will draw black to white gradient background
May this will help you
Happy Codding :)
the above code is from this site http://mobile.tutsplus.com/tutorials/iphone/ios-sdk-uialertview-custom-graphics/
I am trying to do a custom tab bar with a transparent triangle that points into the tab bar's view.
Right now I am drawing a linear gradient and a gloss in the drawRect method for the background of this tab bar. I just need to add the transparent triangle on there. I know how to draw a triangle. I just need to know how to make it transparent to show the background beneath the tab bar view.
Anyone know how to do this?
Update
Here is the current code:
void drawGlossAndGradient(CGContextRef context, CGRect rect, CGColorRef startColor, CGColorRef endColor)
{
drawLinearGradient(context, rect, startColor, endColor);
CGColorRef glossColor1 = [UIColor colorWithRed:1.0 green:1.0
blue:1.0 alpha:0.35].CGColor;
CGColorRef glossColor2 = [UIColor colorWithRed:1.0 green:1.0
blue:1.0 alpha:0.1].CGColor;
CGRect topHalf = CGRectMake(rect.origin.x, rect.origin.y,
rect.size.width, rect.size.height/2);
drawLinearGradient(context, topHalf, glossColor1, glossColor2);
}
void drawLinearGradient(CGContextRef context, CGRect rect, CGColorRef startColor, CGColorRef endColor)
{
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGFloat locations[] = { 0.0, 1.0 };
NSArray *colors = [NSArray arrayWithObjects:(__bridge id)startColor, (__bridge id)endColor, nil];
CGGradientRef gradient = CGGradientCreateWithColors(colorSpace, (__bridge CFArrayRef) colors, locations);
CGPoint startPoint = CGPointMake(CGRectGetMidX(rect), CGRectGetMinY(rect));
CGPoint endPoint = CGPointMake(CGRectGetMidX(rect), CGRectGetMaxY(rect));
CGContextSaveGState(context);
CGContextAddRect(context, rect);
CGContextClip(context);
CGContextDrawLinearGradient(context, gradient, startPoint, endPoint, 0);
CGContextRestoreGState(context);
CGGradientRelease(gradient);
CGColorSpaceRelease(colorSpace);
}
- (void)drawTriangle
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGPoint pt1 = CGPointMake(0.0f, 0.0f);
CGPoint pt2 = CGPointMake(10.0f, 10.0f);
CGPoint pt3 = CGPointMake(20.0f, 0.0f);
CGPoint vertices[] = {pt1, pt2, pt3, pt1};
CGContextBeginPath(context);
CGContextAddLines(context, vertices, 3);
CGContextClosePath(context);
CGContextClip(context);
}
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGColorRef lightColor = [UIColor colorWithRed:65.0f/255.0f green:64.0f/255.0f
blue:66.0f/255.0f alpha:1.0].CGColor;
CGColorRef darkColor = [UIColor colorWithRed:37.0/255.0 green:31.0/255.0
blue:32.0/255.0 alpha:1.0].CGColor;
[self drawTriangle];
CGRect viewRect = self.bounds;
drawGlossAndGradient(context, viewRect, lightColor, darkColor);
}
I added the clip suggested below but that just made my background with the gradient and the gloss dissappear and the triangle become gray. Does anyone know what I am doing wrong here?
If you draw this gradient in drawRect: method just add clipping path before it.
Example:
-(void)drawRect:(CGRect)rect {
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGPoint vertices[] = {coordinates of vertices};
CGContextBeginPath(ctx);
CGContextAddLines(ctx, vertices, sizeof(vertices)/sizeof(CGPoint));
CGContextClosePath(ctx);
CGContextClip(ctx);
// draw the gradient
}
Vertices - is an array with 7 points. 1 point per each corner of self.bounds and 3 points which are define the triangle.
For example:
(0) (1) (3) (4)
_____ ________________
| \ / |
| V |
| (2) |
(6) |_______________________|(5)
CGPoint vertices[7] = {CGPointZero, // origin
p1, p2, p3, // vertices of the triangle
{self.bounds.size.width, 0},
{self.bounds.size.width, self.bounds.size.height},
{0, self.bounds.size.height}
}
If anybody needs, this is a code to draw a colored triangle in a UITableView without using UIImageView. This method is good because, the size of triangle can vary and it is drawn programmatically. Also, you can probably change colors and make triangle transparent.
#implementation RRTriangleView
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
CGMutablePathRef path = CGPathCreateMutable();
CGPathMoveToPoint(path, NULL, 0.0, 0.0);
CGPathAddLineToPoint(path, NULL, - self.bounds.size.height / 2.0, self.bounds.size.height / 2.0);
CGPathAddLineToPoint(path, NULL, 0.0, self.bounds.size.height);
CGPathAddLineToPoint(path, NULL, 0.0f, 0.0f);
CAShapeLayer *shapeLayer = [CAShapeLayer layer];
[shapeLayer setPath:path];
[shapeLayer setFillColor:[COLOR_CUSTOM_LIGHT_BLUE CGColor]];
[shapeLayer setStrokeColor:[COLOR_CUSTOM_LIGHT_BLUE CGColor]];
[shapeLayer setPosition:CGPointMake(self.bounds.size.width, 0.0f)];
[[self layer] addSublayer:shapeLayer];
CGPathRelease(path);
}
return self;
}
Init this TriangleView and add it to your cell, when it is selected :
- (RRTriangleView *)triangleView
{
if (! _triangleView) {
_triangleView = [[RRTriangleView alloc] initWithFrame:self.bounds];
_triangleView.layer.backgroundColor = [[UIColor clearColor] CGColor];
_triangleView.clipsToBounds = NO;
}
return _triangleView;
}
- (void)setSelected:(BOOL)selected animated:(BOOL)animated
{
//[super setSelected:selected animated:animated];
if (selected) {
[self addSubview:self.triangleView];
}
else {
[self.triangleView removeFromSuperview];
}
}
The size of triangleView is like your cell's view, it is transparent and it is drawn above.
I beleive that
[view setBackgroundColor:[UIColor clearColor]];
[view setOpaque:NO];
will make your view transparent.