Draw multiple lines Quartz 2D - iphone

I want to draw 15 horizontal lines, with 20 points space between them. I can't understand why this code doesn't work.
- (void)drawRect:(CGRect)rect
{
// Drawing code
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetStrokeColorWithColor(context, [UIColor redColor].CGColor);
CGContextSetLineWidth(context, 2.0);
for (int i=20;i+=20;i<=20*15) {
CGContextBeginPath(context);
CGContextMoveToPoint(context, 10, i);
CGContextAddLineToPoint(context, 310, i);
CGContextStrokePath(context);
}
}
Thank you!

Yes, the for loop should be:
for (int i=20; i<=20*15; i+=20) {
...
}

Related

How to set UILabel non rectangular frame

Im trying to make a UILabel with the edges looking like the following image.
Here is the drawRect: from my UILabel subclass.
-(void)drawRect:(CGRect)rect{
[super drawRect:rect];
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSaveGState(context);
CGRect labelRect = self.bounds;
CGPoint bottomPoint = CGPointMake(labelRect.size.width, rect.size.height);
CGPoint topMinus30Point =CGPointMake(labelRect.size.width-30, 0);
CGPoint topPoint = CGPointMake(labelRect.size.width, 0);
CGContextBeginPath (context);
//from bottom to -30 top
CGContextMoveToPoint(context, bottomPoint.x,bottomPoint.y);
CGContextAddLineToPoint(context, topMinus30Point.x,topMinus30Point.y);
//from -30 to top
CGContextMoveToPoint(context, topMinus30Point.x,topMinus30Point.y);
CGContextAddLineToPoint(context, topPoint.x,topPoint.y);
//from top to bottom
CGContextMoveToPoint(context, topPoint.x,topPoint.y);
CGContextAddLineToPoint(context, bottomPoint.x,bottomPoint.y);
CGContextClosePath(context);
CGContextStrokePath(context);
CGContextRestoreGState(context);
}
How do I crop the created path from the current frame ?
[Im just getting started with Core Graphics, so please be gentle :)]
Any pointers on how to achieve this would be really helpful.
Thanks
Try this:
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
// clear drawing rect
CGContextClearRect(context, rect);
// save 1
CGContextSaveGState(context);
CGRect labelRect = self.bounds;
CGPoint bottomPoint = CGPointMake(labelRect.size.width, rect.size.height);
CGPoint topMinus30Point = CGPointMake(labelRect.size.width-30, 0);
CGPoint topPoint = CGPointMake(labelRect.size.width, 0);
CGContextBeginPath(context);
CGContextMoveToPoint(context, 0.0f, 0.0f);
CGContextAddLineToPoint(context, topMinus30Point.x, topMinus30Point.y);
CGContextAddLineToPoint(context, bottomPoint.x, bottomPoint.y);
CGContextAddLineToPoint(context, 0.0f, bottomPoint.y);
CGContextAddLineToPoint(context, 0.0f, 0.0f);
CGContextClosePath(context);
CGContextSetFillColorWithColor(context, [UIColor redColor].CGColor);
CGContextDrawPath(context, kCGPathFill);
// restore 1
CGContextRestoreGState(context);
}
Put this in the init you use:
[self setBackgroundColor:[UIColor clearColor]];
One approach is,
set the background color of label to clear color, and draw the required shape inside your drawRect method using CGContext.
Your drawRect will become like this
- (void)drawRect:(CGRect)rect{
[super drawRect:rect];
CGContextRef context = UIGraphicsGetCurrentContext();
CGRect labelRect = self.bounds;
CGPoint bottomPoint = CGPointMake(labelRect.size.width, rect.size.height);
CGPoint topMinus30Point =CGPointMake(labelRect.size.width-30, 0);
//from bottom to -30 top
CGContextMoveToPoint(context, self.bounds.origin.x,self.bounds.origin.y);
CGContextAddLineToPoint(context, topMinus30Point.x,topMinus30Point.y);
CGContextAddLineToPoint(context, bottomPoint.x,bottomPoint.y);
CGContextAddLineToPoint(context, self.bounds.origin.x,self.bounds.origin.x + self.bounds.size.height);
CGContextAddLineToPoint(context, self.bounds.origin.x,self.bounds.origin.y);
CGContextSetFillColorWithColor(context, [UIColor greenColor].CGColor);
CGContextFillPath(context);
}
Another approach is using the CGContextClip using this approach your drawRect will become like this
CGContextMoveToPoint(context, self.bounds.origin.x,self.bounds.origin.y);
CGContextAddLineToPoint(context, topMinus30Point.x,topMinus30Point.y);
CGContextAddLineToPoint(context, bottomPoint.x,bottomPoint.y);
CGContextAddLineToPoint(context, self.bounds.origin.x,self.bounds.origin.x + self.bounds.size.height);
CGContextAddLineToPoint(context, self.bounds.origin.x,self.bounds.origin.y);
CGContextClip(context);
CGContextSetFillColorWithColor(context, [UIColor greenColor].CGColor);
CGContextFillRect(context, self.bounds);
Hope this helps

How to change size of CGContextRef

How can I increase size of CGContextRef after its creation.
if(UIGraphicsBeginImageContextWithOptions != NULL) {
UIGraphicsBeginImageContextWithOptions(CGSizeMake(width, height), NO, 0);
}
else {
UIGraphicsBeginImageContext(CGSizeMake(width, height));
}
CGContextRef ctr = UIGraphicsGetCurrentContext();
Can i change size of ctr?
Try doing it without the if-else conditions. Create a CGContext using that last line of code only.
Here's a simple example
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetStrokeColorWithColor(context, [UIColor blueColor].CGColor);
CGContextSetLineWidth(context, 2.0);
CGContextMoveToPoint(context, 100,100);
CGContextAddLineToPoint(context, 200, 200);
CGContextStrokePath(context);
}

Cant draw a line in iphone

I want to draw a line of 2 pixels..I have written the following code but it does not draw any line or anything on the view..Plzz help me regarding this or tell me the error in this code...In code pointToBeShown is CGPoint.....
- (void)drawRect:(CGRect)rect {
// Drawing code.
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context, 2.0);
CGContextSetStrokeColor(context, currentColor.CGColor);
pointToBeShown.x = 30;
pointToBeShown.y = 449;
CGContextMoveToPoint(context, pointToBeShown.x, pointToBeShown.y);
CGContextAddLineToPoint(context, (pointToBeShown.x + 1),( pointToBeShown.y + 1));
CGContextStrokePath(context);
}
Are you not getting any warning?
Replace the line
CGContextSetStrokeColor(context, currentColor.CGColor);
with
CGContextSetStrokeColorWithColor(context, currentColor.CGColor);
Update:
Update as you mentioned in the comments
CGContextRef context = UIGraphicsGetCurrentContext();
[currentColor set];
CGContextSetLineWidth(context, 2.0);
CGContextFillEllipseInRect(context, CGRectMake(pointToBeShown.x, pointToBeShown.y, 10, 10));

Draw curved arrow between two points using Quartz Core in iPhone

I want to draw a curved line with arrow between two points using the Quartz Core framework in an iPhone Application. How to do that or any what classes are available to do that ?
You can change the co-ordinates as you want
- (void)drawRect:(CGRect)rect {
//DRAW CURVE
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context, 2.0);
CGContextSetStrokeColorWithColor(context, [UIColor blueColor].CGColor);
CGContextMoveToPoint(context, 100, 100);
CGContextAddArcToPoint(context, 100,200, 300,200, 100);
CGContextStrokePath(context);
//DRAW LINE
CGContextSetLineWidth(context, 2.0);
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB();
CGFloat components[] = {0.0, 0.0, 1.0, 1.0};
CGColorRef color = CGColorCreate(colorspace, components);
CGContextSetStrokeColorWithColor(context, color);
CGContextMoveToPoint(context, 0, 0);
CGContextAddLineToPoint(context, 300, 400);
CGContextStrokePath(context);
CGColorSpaceRelease(colorspace);
CGColorRelease(color);
}

iPhone CGContext: drawing two lines with two different colors

I am having some troubles using the CGContext with an iPhone app. I am trying to draw several lines with different colors, but all the lines always end up having the color which was used last. I tried several approaches, but haven't been lucky.
I set up a small sample project to deal with that issue. This is my code, I use in the drawRect method. I am trying to draw a red and a blue line:
- (void)drawRect:(CGRect)rect{
NSLog(#"drawrect!");
CGContextRef bluecontext = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(bluecontext, 2.0);
CGContextSetStrokeColorWithColor(bluecontext, [UIColor blueColor].CGColor);
CGContextMoveToPoint(bluecontext, 1, 1);
CGContextAddLineToPoint(bluecontext, 100, 100);
CGContextSetStrokeColorWithColor(bluecontext, [UIColor redColor].CGColor);
CGContextAddLineToPoint(bluecontext, 200, 100);
CGContextStrokePath(bluecontext);
}
thanks for your help
Insert this code just before you set the stroke color the second time:
CGContextStrokePath(bluecontext);
CGContextBeginPath(bluecontext);
All the AddLine and AddOther calls are building a path. The path is drawn with a call like StrokePath, using the most recently set colors and other attributes. You are trying to draw two separate paths, so you must call Begin and Stroke for each path. Begin is sort of implicit when you start drawing, although it does not hurt to call it yourself. The basic flow of drawing is:
CGContextBeginPath(bluecontext); // clears any previous path
// add lines, curves, rectangles, etc...
CGContextStrokePath(bluecontext); // renders the path
Thats what you need.
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextClearRect(context, rect);
CGContextSetLineWidth(context, 2.0);
CGContextBeginPath(context);
CGContextSetStrokeColorWithColor(context, [UIColor orangeColor].CGColor);
CGContextMoveToPoint(context, 1, 1);
CGContextAddLineToPoint(context, 100, 100);
CGContextStrokePath(context); // and draw orange line}
CGContextBeginPath(context);
CGContextSetStrokeColorWithColor(context, [UIColor blueColor].CGColor);
CGContextMoveToPoint(context, 100, 100);
CGContextAddLineToPoint(context, 200, 100);
CGContextStrokePath(context); // draw blue line
I think this could be working.
CGContextRef bluecontext = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(bluecontext, 2.0);
CGContextSetStrokeColorWithColor(bluecontext, [UIColor blueColor].CGColor);
CGContextMoveToPoint(bluecontext, 1, 1);
CGContextAddLineToPoint(bluecontext, 100, 100);
CGContextStrokePath(bluecontext); // draw blue line
CGContextSetStrokeColorWithColor(bluecontext, [UIColor redColor].CGColor);
CGContextAddLineToPoint(bluecontext, 200, 100);
CGContextStrokePath(bluecontext); // and draw red line
If you are interested in the way it looks in a loop:
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context, 2.0);
CGPoint startingPoint = [[pointsArray objectAtIndex:0] CGPointValue];
CGContextMoveToPoint(context, startingPoint.x, startingPoint.y); //start at this point
for (int i = 1; i < [pointsArray count]; i++) {
CGContextBeginPath(context);
//start at the previous point
CGContextMoveToPoint(context,
[[pointsArray objectAtIndex:i-1] CGPointValue].x,
[[pointsArray objectAtIndex:i-1] CGPointValue].y);
CGPoint point = [[pointsArray objectAtIndex:i] CGPointValue];
if (point.y < 50) { // if y is less then 50 use red color
CGContextSetStrokeColorWithColor(context, [UIColor redColor].CGColor);
} else { // else use blue color
CGContextSetStrokeColorWithColor(context, [UIColor blueColor].CGColor);
}
CGContextAddLineToPoint(context, point.x, point.y); //draw to this point
CGContextStrokePath(context);
}
}