I'm trying to get into Core Graphics.
A the Moment I'm trying to draw a certain shape out of 2 rects. Now I want to join those booth to work with gradient and color functions. I'm not sure if there even is a way.
Here is a Picture:
Here are my Code Snippets:
-(void)drawRoundedRect:(CGRect)rect
{
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGRect frame1 = CGRectMake(self.bounds.origin.x, self.bounds.origin.y+45, self.bounds.size.width, self.bounds.size.height-45);
CGRect frame2 = CGRectMake(self.bounds.size.width-80, self.bounds.origin.y+25, 80, 50);
CGPathRef roundedRectPath1 = [self newPathForRoundedRect:frame1 radius:15];
CGPathRef roundedRectPath2 = [self newPathForRoundedRect:frame2 radius:11];
CGContextSetRGBFillColor(ctx, 200, 200, 200, 0.5);
CGContextAddPath(ctx, roundedRectPath1);
CGContextFillPath(ctx);
CGPathRelease(roundedRectPath1);
CGContextAddPath(ctx, roundedRectPath2);
CGContextFillPath(ctx);
CGPathRelease(roundedRectPath2);
}
-(CGPathRef) newPathForRoundedRect:(CGRect)rect radius:(CGFloat)radius
{
CGMutablePathRef retPath = CGPathCreateMutable();
CGRect innerRect = CGRectInset(rect, radius, radius);
CGFloat inside_right = innerRect.origin.x + innerRect.size.width;
CGFloat outside_right = rect.origin.x + rect.size.width;
CGFloat inside_bottom = innerRect.origin.y + innerRect.size.height;
CGFloat outside_bottom = rect.origin.y + rect.size.height;
CGFloat inside_top = innerRect.origin.y;
CGFloat outside_top = rect.origin.y;
CGFloat outside_left = rect.origin.x;
CGPathMoveToPoint(retPath, NULL, innerRect.origin.x, outside_top);
CGPathAddLineToPoint(retPath, NULL, inside_right, outside_top);
CGPathAddArcToPoint(retPath, NULL, outside_right, outside_top, outside_right, inside_top, radius);
CGPathAddLineToPoint(retPath, NULL, outside_right, inside_bottom);
CGPathAddArcToPoint(retPath, NULL, outside_right, outside_bottom, inside_right, outside_bottom, radius);
CGPathAddLineToPoint(retPath, NULL, innerRect.origin.x, outside_bottom);
CGPathAddArcToPoint(retPath, NULL, outside_left, outside_bottom, outside_left, inside_bottom, radius);
CGPathAddLineToPoint(retPath, NULL, outside_left, inside_top);
CGPathAddArcToPoint(retPath, NULL, outside_left, outside_top, innerRect.origin.x, outside_top, radius);
CGPathCloseSubpath(retPath);
return retPath;
}
You're doing way too much work here. Just use UIBezierPath's +bezierPathWithRoundedRect:cornerRadius: and – appendPath: methods.
CGRect rect1, rect2;
CGFloat radius;
// fill in the values you want for the rects and the radius
UIBezierPath *result =
[UIBezierPath bezierPathWithRoundedRect: rect1 cornerRadius:radius];
[result appendPath:
[UIBezierPath bezierPathWithRoundedRect: rect2 cornerRadius:radius];
// result is now a path comprising both of the roundrects. You can fill it with a gradient like any other path.
You have some options:
Construct a new path that forms the union of the two separate paths without intersections. Core Graphics would not help you with this approach, it does not provide boolean path operations.
Use a transparency layer to draw both shapes (one after each other). This would fix the overlapping area but it wouldn't work with gradients.
Create a bitmap context to create a mask. Draw both shapes into the mask. Then clip to the mask in your original context and draw a rect over the bounding box of your shape.
Related
I have made a subclass of UIView and I am trying to draw part of a circle in my drawRect method.
I have tried using bezierPathWithArcCenter and filling it but that only result in a pie shape (image 3) and that's not what i'm after. I want to draw what you see in image 1 and 2.
Maybe I can clip a full circle somehow? The area around the circle needs to be transparent.
TompaLompas answer pointed me in the right direction (with the arc drawing part). However the complete solution and answer is like this:
#define DEGREES_TO_RADIANS(degrees) ((M_PI * degrees)/ 180)
- (void)drawRect:(CGRect)rect
{
[super drawRect:rect];
CGContextRef ctx = UIGraphicsGetCurrentContext();
int radius = self.frame.size.width / 2;
CGPoint center = CGPointMake(self.frame.size.width / 2, self.frame.size.height / 2);
//Image 2
CGContextSetFillColorWithColor(ctx, [UIColor redColor].CGColor);
CGContextAddArc(ctx, center.x, center.y, radius, DEGREES_TO_RADIANS(225), DEGREES_TO_RADIANS(315), NO);
CGContextDrawPath(ctx, kCGPathFill);
}
try overriding drawRect with this:
- (void)drawRect:(CGRect)rect
{
[super drawRect:rect];
CGContextRef context = UIGraphicsGetCurrentContext();
float radius = 50.0f;
float x_left = rect.origin.x;
float x_left_center = x_left + radius;
float y_top = rect.origin.y;
float y_top_center = y_top + radius;
/* Begin path */
CGFloat white[4] = {0.0f, 204.0f/255.0f, 1.0f, 0.8f};
CGContextSetFillColor(context, white);
CGContextSetLineWidth(context, 1.0);
CGContextBeginPath(context);
CGContextMoveToPoint(context, x_left, y_top_center);
CGContextAddArcToPoint(context, x_left, y_top, x_left_center, y_top, radius);
CGContextAddLineToPoint(context,x_left, y_top + radius);
CGContextFillPath(context);
}
It will draw a rotated image number 2
How can I draw a sector (filled arc) with radial gradient in objective c (Core Graphics)
I use
CGContextDrawRadialGradient
but it draws circle.
It will be good if you say me how to fill any shape by radial gradient. Thanks
Add a path to current context that defines the desired shape and clip the context before drawing. Sample code:
- (void)drawRect:(CGRect)rect
{
CGPoint c = self.center ;
// Drawing code
CGContextRef cx = UIGraphicsGetCurrentContext();
CGContextSaveGState(cx);
CGColorSpaceRef space = CGColorSpaceCreateDeviceRGB();
CGFloat comps[] = {1.0,1.0,0.0,1.0,0.0,1.0,0.0,1.0};
CGFloat locs[] = {0,1};
CGGradientRef g = CGGradientCreateWithColorComponents(space, comps, locs, 2);
CGMutablePathRef path = CGPathCreateMutable();
CGPathMoveToPoint(path, NULL, c.x, c.y);
CGPathAddLineToPoint(path, NULL, c.x, c.y-100);
CGPathAddArcToPoint(path, NULL, c.x+100, c.y-100, c.x+100, c.y, 100);
CGPathAddLineToPoint(path, NULL, c.x, c.y);
CGContextAddPath(cx, path);
CGContextClip(cx);
CGContextDrawRadialGradient(cx, g, c, 1.0f, c, 320.0f, 0);
CGContextRestoreGState(cx);
... // Do some more drawing may be
}
EDIT:
I finally found a real simple solution to this problem, using the CAGradientLayer class, and the CALayer drawing functionalities.
Ole Begemann released a great UIView wrapper for CAGradientLayer class named OBGradientView.
This class allows you to easily create a gradient UIView in your application.
You then use the CALayer drawing functionalities to add the rounded corners and drop shadow values :
// Create the gradient view
OBGradientView *gradient = [[OBGradientView alloc] initWithFrame:someRect];
NSArray *colors = [NSArray arrayWithObjects:[UIColor redColor], [UIColor yellowColor], nil];
gradient.colors = colors;
// Set rounded corners and drop shadow
gradient.layer.cornerRadius = 5.0;
gradient.layer.shadowColor = [UIColor grayColor].CGColor;
gradient.layer.shadowOpacity = 1.0;
gradient.layer.shadowOffset = CGSizeMake(2.0, 2.0);
gradient.layer.shadowRadius = 3.0;
[self.view addSubview:gradient];
[gradient release];
Dont forget to add the QuartzCore framework to your project.
ORIGINAL QUESTION:
I have been working on a custom control that is a rounded rectangle button, filled with a linear gradient, and having a drop shadow.
I have filled the two first steps using this answer : link text
My problem is now to add a drop shadow under the resulting shape.
Actually, the context has been clipped to the rounded rect path, so when I use the CGContextSetShadow function, it doesn't draw it.
I tried to solve this problem by drawing the rounded rect twice, first with a plain color, so it draws the shadow, and then redraw it with the gradient fill.
It kinda worked, but I still can see a few pixels at the corners of the shape resulting from the first draw with a plain color, as you can see on this zoomed version :
http://img269.imageshack.us/img269/6489/capturedcran20100701192.png
It is almost good, but not perfect yet...
Here is my -drawRect: implementation :
static void addRoundedRectToPath(CGContextRef context, CGRect rect, float ovalWidth, float ovalHeight)
{
float fw, fh;
if (ovalWidth == 0 || ovalHeight == 0) {
CGContextAddRect(context, rect);
return;
}
CGContextSaveGState(context);
CGContextTranslateCTM (context, CGRectGetMinX(rect), CGRectGetMinY(rect));
CGContextScaleCTM (context, ovalWidth, ovalHeight);
fw = CGRectGetWidth (rect) / ovalWidth;
fh = CGRectGetHeight (rect) / ovalHeight;
CGContextMoveToPoint(context, fw, fh/2);
CGContextAddArcToPoint(context, fw, fh, fw/2, fh, 1);
CGContextAddArcToPoint(context, 0, fh, 0, fh/2, 1);
CGContextAddArcToPoint(context, 0, 0, fw/2, 0, 1);
CGContextAddArcToPoint(context, fw, 0, fw, fh/2, 1);
CGContextClosePath(context);
CGContextRestoreGState(context);
}
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGSize shadowOffset = CGSizeMake(10.0, 10.0);
CGFloat blur = 5.0;
rect.size.width -= shadowOffset.width + blur;
rect.size.height -= shadowOffset.height + blur;
CGContextSaveGState(context);
addRoundedRectToPath(context, rect, _radius, _radius);
CGContextSetShadow (context, shadowOffset, blur);
CGContextDrawPath(context, kCGPathFill);
CGContextRestoreGState(context);
addRoundedRectToPath(context, rect, _radius, _radius);
CGContextClip(context);
CGFloat colors[] =
{
_gradientStartColor.red, _gradientStartColor.green, _gradientStartColor.blue, _gradientStartColor.alpha,
_gradientEndColor.red, _gradientEndColor.green, _gradientEndColor.blue, _gradientEndColor.alpha
};
size_t num_locations = 2;
CGFloat locations[2] = { 0.0, 1.0 };
CGColorSpaceRef rgb = CGColorSpaceCreateDeviceRGB();
CGGradientRef gradient = CGGradientCreateWithColorComponents(rgb, colors, locations, num_locations);
CGRect currentBounds = self.bounds;
CGPoint gStartPoint = CGPointMake(CGRectGetMidX(currentBounds), 0.0f);
CGPoint gEndPoint = CGPointMake(CGRectGetMidX(currentBounds), CGRectGetMaxY(currentBounds));
CGContextDrawLinearGradient(context, gradient, gStartPoint, gEndPoint, 0);
CGColorSpaceRelease(rgb);
CGGradientRelease(gradient);
}
Any ideas on how to do this in another way ?
Thanks !
In order to create a rounded corner view with a gradient background and drop shadow, here's what did:
The first part is very similar to what was provided in the question, it creates a rounded rect path using CGPathAddArcToPoint as described very well in this article. Here's a picture to help me understand it:
The second part works as follows:
Enable shadowing on the graphics context, add the path that was just defined, then fill that path. You can't apply the shadow to just the path itself (paths are not part of the graphics state), so you need to fill the path in order for the shadow to appear (I suppose a stroked path might also work?). You can't simply apply the shadow to a gradient since it's not really a standard fill (see this post for more info).
Once you have a filled rounded rect that creates the shadow, you need to draw the gradient over top of that. So add the path a second time in order to set the clipping area, then draw the gradient using CGContextDrawLinearGradient. I don't think you can easily "fill" a path with a gradient like you could with the earlier standard-fill step, so instead you fill the drawing area with the gradient and then clip to the rounded rectangle area that you're interested in.
- (void)drawRect:(CGRect)rect
{
[super drawRect:rect];
CGGradientRef gradient = [self normalGradient];
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGMutablePathRef outlinePath = CGPathCreateMutable();
float offset = 5.0;
float w = [self bounds].size.width;
float h = [self bounds].size.height;
CGPathMoveToPoint(outlinePath, nil, offset*2.0, offset);
CGPathAddArcToPoint(outlinePath, nil, offset, offset, offset, offset*2, offset);
CGPathAddLineToPoint(outlinePath, nil, offset, h - offset*2.0);
CGPathAddArcToPoint(outlinePath, nil, offset, h - offset, offset *2.0, h-offset, offset);
CGPathAddLineToPoint(outlinePath, nil, w - offset *2.0, h - offset);
CGPathAddArcToPoint(outlinePath, nil, w - offset, h - offset, w - offset, h - offset * 2.0, offset);
CGPathAddLineToPoint(outlinePath, nil, w - offset, offset*2.0);
CGPathAddArcToPoint(outlinePath, nil, w - offset , offset, w - offset*2.0, offset, offset);
CGPathCloseSubpath(outlinePath);
CGContextSetShadow(ctx, CGSizeMake(4,4), 3);
CGContextAddPath(ctx, outlinePath);
CGContextFillPath(ctx);
CGContextAddPath(ctx, outlinePath);
CGContextClip(ctx);
CGPoint start = CGPointMake(rect.origin.x, rect.origin.y);
CGPoint end = CGPointMake(rect.origin.x, rect.size.height);
CGContextDrawLinearGradient(ctx, gradient, start, end, 0);
CGPathRelease(outlinePath);
}
- (CGGradientRef)normalGradient
{
NSMutableArray *normalGradientLocations = [NSMutableArray arrayWithObjects:
[NSNumber numberWithFloat:0.0f],
[NSNumber numberWithFloat:1.0f],
nil];
NSMutableArray *colors = [NSMutableArray arrayWithCapacity:2];
UIColor *color = [UIColor colorWithRed:0.2745 green:0.2745 blue:0.2745 alpha:1.0];
[colors addObject:(id)[color CGColor]];
color = [UIColor colorWithRed:0.2 green:0.2 blue:0.2 alpha:1.0];
[colors addObject:(id)[color CGColor]];
NSMutableArray *normalGradientColors = colors;
int locCount = [normalGradientLocations count];
CGFloat locations[locCount];
for (int i = 0; i < [normalGradientLocations count]; i++)
{
NSNumber *location = [normalGradientLocations objectAtIndex:i];
locations[i] = [location floatValue];
}
CGColorSpaceRef space = CGColorSpaceCreateDeviceRGB();
CGGradientRef normalGradient = CGGradientCreateWithColors(space, (CFArrayRef)normalGradientColors, locations);
CGColorSpaceRelease(space);
return normalGradient;
}
I have solution that does not need pre-fill of the path. Advantage(?) is that the shadow can use transparency effects of the gradient (i.e. if gradient is from opaque to trasparent, shadow will be partially transparent as well) and is simpler.
It goes more or less like:
CGContextSetShadowWithColor();
CGContextBeginTransparencyLayer();
CGContextSaveGState();
CGContextClip();
CGGradientCreateWithColorComponents();
CGContextRestoreGState();
CGContextEndTransparencyLayer();
CGContextSetShadowWithColor(..., NULL);
I suppose that is beacuse CGContextBeginTransparencyLayer/CGContextEndTransparencyLayer is outside the clip and the shadow is applied to that layer (which contains gradient filled path). At least it seems to work for me.
For shadows you can use CGContextSetShadow()
This code will draw something with a shadow:
- (void)drawTheRealThingInContext:(CGContextRef)ctx
{
// calculate x, y, w, h and inset here...
CGContextMoveToPoint(ctx, x+inset, y);
CGContextAddLineToPoint(ctx, x+w-inset, y);
CGContextAddArcToPoint(ctx, x+w, y, x+w, y+inset, inset);
CGContextAddLineToPoint(ctx, x+w, y+w-inset);
CGContextAddArcToPoint(ctx,x+w, y+w, x+w-inset, y+w, inset);
CGContextAddLineToPoint(ctx, x+inset, y+w);
CGContextAddArcToPoint(ctx,x, y+w, x, y+w-inset, inset);
CGContextAddLineToPoint(ctx, x, y+inset);
CGContextAddArcToPoint(ctx,x, y, x+inset, y, inset);
}
- (void)drawRect:(CGRect)rect {
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGFloat color[4];color[0] = 1.0;color[1] = 1.0;color[2] = 1.0;color[3] = 1.0;
CGFloat scolor[4];scolor[0] = 0.4;scolor[1] = 0.4;scolor[2] = 0.4;scolor[3] = 0.8;
CGContextSetFillColor(ctx, color);
CGContextSaveGState(ctx);
CGSize myShadowOffset = CGSizeMake (3, -3);
CGContextSetShadow (ctx, myShadowOffset, 1);
CGContextBeginPath(ctx);
[self drawTheRealThingInContext:ctx];
CGContextFillPath(ctx);
CGContextRestoreGState(ctx);
}
Your (original) problem was that you were again drawing a shadow when you drew the gradient. This shadow had a (0,0) offset and a little bit of blur, that only shines through on the corners. In the line before CGContextDrawLinearGradient(…), add the following:
CGContextSetShadowWithColor(context, CGSizeMake(0, 0), 0, NULL);
The NULL color value disables shadowing and will remove the corner effect.
I need to draw an outline for a rounded rectangle. I know I can make lines and arcs, but maybe there is also a function for rounded rects?
Instead of making your own path out of lines and arcs, you can use
[UIBezierPath bezierPathWithRoundedRect:cornerRadius:]
or
[UIBezierPath bezierPathWithRoundedRect:byRoundingCorners:cornerRadii:]
(the second one lets you specify which corners are rounded)
Available in iOS 3.2 or later.
There is no prepackaged way to this, you must combine arcs in order to do this, apples quartzdemo project shows the code to do this, here is a reference Quartz Demo and here is the code they provide
// As a bonus, we'll combine arcs to create a round rectangle!
// Drawing with a white stroke color
CGContextRef context=UIGraphicsGetCurrentContext()
CGContextSetRGBStrokeColor(context, 1.0, 1.0, 1.0, 1.0);
// If you were making this as a routine, you would probably accept a rectangle
// that defines its bounds, and a radius reflecting the "rounded-ness" of the rectangle.
CGRect rrect = CGRectMake(210.0, 90.0, 60.0, 60.0);
CGFloat radius = 10.0;
// NOTE: At this point you may want to verify that your radius is no more than half
// the width and height of your rectangle, as this technique degenerates for those cases.
// In order to draw a rounded rectangle, we will take advantage of the fact that
// CGContextAddArcToPoint will draw straight lines past the start and end of the arc
// in order to create the path from the current position and the destination position.
// In order to create the 4 arcs correctly, we need to know the min, mid and max positions
// on the x and y lengths of the given rectangle.
CGFloat minx = CGRectGetMinX(rrect), midx = CGRectGetMidX(rrect), maxx = CGRectGetMaxX(rrect);
CGFloat miny = CGRectGetMinY(rrect), midy = CGRectGetMidY(rrect), maxy = CGRectGetMaxY(rrect);
// Next, we will go around the rectangle in the order given by the figure below.
// minx midx maxx
// miny 2 3 4
// midy 1 9 5
// maxy 8 7 6
// Which gives us a coincident start and end point, which is incidental to this technique, but still doesn't
// form a closed path, so we still need to close the path to connect the ends correctly.
// Thus we start by moving to point 1, then adding arcs through each pair of points that follows.
// You could use a similar tecgnique to create any shape with rounded corners.
// Start at 1
CGContextMoveToPoint(context, minx, midy);
// Add an arc through 2 to 3
CGContextAddArcToPoint(context, minx, miny, midx, miny, radius);
// Add an arc through 4 to 5
CGContextAddArcToPoint(context, maxx, miny, maxx, midy, radius);
// Add an arc through 6 to 7
CGContextAddArcToPoint(context, maxx, maxy, midx, maxy, radius);
// Add an arc through 8 to 9
CGContextAddArcToPoint(context, minx, maxy, minx, midy, radius);
// Close the path
CGContextClosePath(context);
// Fill & stroke the path
CGContextDrawPath(context, kCGPathFillStroke);
UIBezierPath *bezierPath = [UIBezierPath bezierPathWithRoundedRect:bubbleBounds cornerRadius:15.0];
CGContextSetStrokeColorWithColor(context, [UIColor grayColor].CGColor);
[bezierPath stroke];
Here is a function I wrote that rounds the input rect using a corner radius.
CGMutablePathRef createRoundedCornerPath(CGRect rect, CGFloat cornerRadius) {
// create a mutable path
CGMutablePathRef path = CGPathCreateMutable();
// get the 4 corners of the rect
CGPoint topLeft = CGPointMake(rect.origin.x, rect.origin.y);
CGPoint topRight = CGPointMake(rect.origin.x + rect.size.width, rect.origin.y);
CGPoint bottomRight = CGPointMake(rect.origin.x + rect.size.width, rect.origin.y + rect.size.height);
CGPoint bottomLeft = CGPointMake(rect.origin.x, rect.origin.y + rect.size.height);
// move to top left
CGPathMoveToPoint(path, NULL, topLeft.x + cornerRadius, topLeft.y);
// add top line
CGPathAddLineToPoint(path, NULL, topRight.x - cornerRadius, topRight.y);
// add top right curve
CGPathAddQuadCurveToPoint(path, NULL, topRight.x, topRight.y, topRight.x, topRight.y + cornerRadius);
// add right line
CGPathAddLineToPoint(path, NULL, bottomRight.x, bottomRight.y - cornerRadius);
// add bottom right curve
CGPathAddQuadCurveToPoint(path, NULL, bottomRight.x, bottomRight.y, bottomRight.x - cornerRadius, bottomRight.y);
// add bottom line
CGPathAddLineToPoint(path, NULL, bottomLeft.x + cornerRadius, bottomLeft.y);
// add bottom left curve
CGPathAddQuadCurveToPoint(path, NULL, bottomLeft.x, bottomLeft.y, bottomLeft.x, bottomLeft.y - cornerRadius);
// add left line
CGPathAddLineToPoint(path, NULL, topLeft.x, topLeft.y + cornerRadius);
// add top left curve
CGPathAddQuadCurveToPoint(path, NULL, topLeft.x, topLeft.y, topLeft.x + cornerRadius, topLeft.y);
// return the path
return path;
}
How to use the function, assuming you subclass UIView and override drawRect:
- (void)drawRect:(CGRect)rect {
// constants
const CGFloat outlineStrokeWidth = 20.0f;
const CGFloat outlineCornerRadius = 15.0f;
const CGColorRef whiteColor = [[UIColor whiteColor] CGColor];
const CGColorRef redColor = [[UIColor redColor] CGColor];
// get the context
CGContextRef context = UIGraphicsGetCurrentContext();
// set the background color to white
CGContextSetFillColorWithColor(context, whiteColor);
CGContextFillRect(context, rect);
// inset the rect because half of the stroke applied to this path will be on the outside
CGRect insetRect = CGRectInset(rect, outlineStrokeWidth/2.0f, outlineStrokeWidth/2.0f);
// get our rounded rect as a path
CGMutablePathRef path = createRoundedCornerPath(insetRect, outlineCornerRadius);
// add the path to the context
CGContextAddPath(context, path);
// set the stroke params
CGContextSetStrokeColorWithColor(context, redColor);
CGContextSetLineWidth(context, outlineStrokeWidth);
// draw the path
CGContextDrawPath(context, kCGPathStroke);
// release the path
CGPathRelease(path);
}
Example output:
If you want To have rounded corners on any UIView (or subclass) the easy way is to set the cornerRadius property on the view's layer. See Preview rounded image in iphone
CGPathCreateWithRoundedRect() will do what you want.
CGPathRef CGPathCreateWithRoundedRect(
CGRect rect,
CGFloat cornerWidth,
CGFloat cornerHeight,
const CGAffineTransform *transform
);
Available starting in iOS 7.0
Swift:
let rect: CGRect = ...
let path = UIBezierPath(roundedRect: rect, cornerRadius: 5.0)
context.addPath(path.cgPath)
context.setStrokeColor(UIColor.clear.cgColor)
context.drawPath(using: .fillStroke)
Maybe... three? years late, but these days I'm using this without issues.
#import CoreGraphics;
#interface YourViewController ()
#property (weak, nonatomic) IBOutlet UIButton *theButton;
#end
- (void)viewDidLoad
{
[super viewDidLoad];
self.theButton.layer.cornerRadius = 5.0f;
self.theButton.layer.masksToBounds = YES;
// Another useful ones
// Scaling the view (width, height)
self.theButton.transform = CGAfflineTransformMakeScale(1.50f, 1.50f);
// Setting an alpha value (transparency) - nice with Activity Indicator subviews
self.theButton.alpha = 0.8f;
}
Swift 4.2
let lineWidth: CGFloat = 5.0
let path = UIBezierPath(roundedRect: rect.insetBy(dx: lineWidth/2.0, dy: lineWidth/2.0), cornerRadius: 10。0)
path.lineWidth = lineWidth
UIColor.green.setStroke()
path.stroke()
I am creating my own UITableViewCells with a gradient background. I have all the logic and drawing worked out, but one thing I want to fix is the "chunkiness" around the corners of my custom cell:
alt text http://grab.by/27SM
If you zoom in on the corners, you can see what I am talking about. Here is the code I a using to generate the cell:
CGContextRef c = UIGraphicsGetCurrentContext();
CGColorSpaceRef myColorspace = CGColorSpaceCreateDeviceRGB();
CGGradientRef myGradient = nil;
CGFloat components[8] = TABLE_CELL_BACKGROUND;
CGContextSetStrokeColorWithColor(c, [[UAColor colorWithWhite:0.7 alpha:1] CGColor]);
CGContextSetLineWidth(c, 2);
CGContextSetAllowsAntialiasing(c, YES);
CGContextSetShouldAntialias(c, YES);
CGFloat minx = CGRectGetMinX(rect) , midx = CGRectGetMidX(rect), maxx = CGRectGetMaxX(rect) ;
CGFloat miny = CGRectGetMinY(rect) , maxy = CGRectGetMaxY(rect) ;
CGMutablePathRef path = CGPathCreateMutable();
CGPathMoveToPoint(path, NULL, minx, miny);
CGPathAddArcToPoint(path, NULL, minx, maxy, midx, maxy, kDefaultMargin);
CGPathAddArcToPoint(path, NULL, maxx, maxy, maxx, miny, kDefaultMargin);
CGPathAddLineToPoint(path, NULL, maxx, miny);
CGPathAddLineToPoint(path, NULL, minx, miny);
CGPathCloseSubpath(path);
// Fill and stroke the path
CGContextSaveGState(c);
CGContextAddPath(c, path);
CGContextClip(c);
CGFloat locations[2] = { 0.0, 1.0 };
CGFloat mycomponents[8] = TABLE_CELL_BACKGROUND;
CGColorSpaceRef myColorspace = CGColorSpaceCreateDeviceRGB();
myGradient = CGGradientCreateWithColorComponents(myColorspace, mycomponents, locations, 2);
CGContextDrawLinearGradient(c, myGradient, CGPointMake(minx,miny), CGPointMake(minx,maxy), 0);
CGContextRestoreGState(c);
CGContextAddPath(c, path);
CGContextStrokePath(c);
What can I do to smooth the edges while keeping a consistent edge thickness across all cells?
Your line width is set to 2 points. What's happening is that your code is calculating your bounding rect without understanding the width of the line. The result is that for every straight segment of your shape, only half of the stroke's width is visible. On the arc, the full stroke width is visible.
Here's the relevant segment of code from my app, Funversation, to draw the playing cards with rounded corners similar to what you have.
CGRect rect = [self bounds];
rect.size.width -= lineWidth;
rect.size.height -= lineWidth;
rect.origin.x += lineWidth / 2.0;
rect.origin.y += lineWidth / 2.0;
Add that before your calculation for minx, midx, maxx, etc. and the strokes for your shape should be uniform.
The other way to make the stroke consistent would be to move the AddPath and StrokePath calls up above the RestoreGState call—that is, stroke while clipped.
For a truly 2-pt-wide stroke with this solution, simply double the line width you put in the graphics state (i.e., set it to 4 pt), since half of it will be clipped out.