how to get a pie progress bar - iphone

I like the small pie progress bar like it's in Xcode, when search for a string in the project (Shift-Command-F), see picture.
How can this be called on iOS? I'd love to have it for a download queue.
Thanks in advance.

There's no stock circular deterministic progress view. Here's an example drawRect: you might use to implement such a thing.
- (void)drawRect:(CGRect)rect
{
CGFloat circleRadius = (self.bounds.size.width / 2) - (self.strokeWidth * 2);
CGPoint circleCenter = CGPointMake(CGRectGetMidX(rect), CGRectGetMidY(rect));
CGRect circleRect = CGRectMake(circleCenter.x - circleRadius, circleCenter.y - circleRadius, 2 * circleRadius, 2 * circleRadius);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSaveGState(context);
// Draw stroked circle to delineate circle shape.
CGContextSetStrokeColorWithColor(context, self.fillColor.CGColor);
CGContextSetLineWidth(context, self.strokeWidth);
CGContextAddEllipseInRect(context, circleRect);
CGContextStrokePath(context);
// Draw filled wedge (clockwise from 12 o'clock) to indicate progress
self.progress = MIN(MAX(0.0, self.progress), 1.0);
CGFloat startAngle = -M_PI_2;
CGFloat endAngle = startAngle + (progress * 2 * M_PI);
CGContextSetFillColorWithColor(context, self.fillColor.CGColor);
CGContextMoveToPoint(context, circleCenter.x, circleCenter.x);
CGContextAddLineToPoint(context, CGRectGetMidX(circleRect), CGRectGetMinY(circleRect));
CGContextAddArc(context, circleCenter.x, circleCenter.y, circleRadius, startAngle, endAngle, NO);
CGContextClosePath(context);
CGContextFillPath(context);
CGContextRestoreGState(context);
}
You would need to create strokeWidth and fillColor properties to use this code directly, but it should be a start. Here's a sample project with a couple of examples.

Maybe you can use the code from MBProgressHUD there is a pie like this in some kind bigger.

I don't believe they're released a UIProgressView like this on iOS, but you can create it yourself. To put things in the right-hand side of a text view, use the rightView property (don't forget to set rightViewMode as well).
You can create a custom UIView for this (I doubt it'd be worth trying to subclass UIProgressView). I would probably hand-draw it with a drawRect rather than trying to use images or anything like that. Should be much easier to fill the correct percentage that way.

May be you can use SSPieProgressView

Try this: LSPieProgressView
It's an UIView Category, can show a pie progress overlay any UIView.
Code Example:
#import "UIView+LSPieProgress.h"
- (void)updateProgress
{
[self.button setProgress:self.progress];
}

Related

UI implementation query in IOS

I am working in an application in that I need to record and play audio file. I have done everything related to recording and playing. This time I am little confused about UI related, May be first time this confusion..
As per the above Image I need to show the playback track, so far I have done lot with progress bar and slider to show playback seconds or server response. I am checking my self to implemente this but I am not getting any exact idea to do. Can some suggest me any idea to implement the same. Your suggestions more useful for my work. Thanks in advance.
You could use the class I posted below and use it inbetween the background image and top it with the pause/play button. For the asset(little ring) at the current position you may want to use basic trigonometry.
A simple UIView subclass that draws a ring depending on a progress. It's may need some love by means of configuration of the circle radius and such:
CircleProgressView.h
#interface CircleProgressView : UIView
{
double progress_;
UIColor *color_;
}
- (void)setProgress:(float)progress;
- (void)setColor:(UIColor *)color;
#end
CircleProgressView.m
#implementation CircleProgressView
- (void)setProgress:(float)progress
{
_progress_ = progress;
[self setNeedsDisplay];
}
- (void)setColor:(UIColor *)color
{
color_ = color;
}
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context, 6);
CGContextSetStrokeColorWithColor(context, color_.CGColor);
CGContextAddArc(context,
self.frame.size.width / 2.0,
self.frame.size.height / 2.0,
self.frame.size.width / 2 - 4.5, 0.0, M_PI * progress_ * 2.0, NO);
CGContextStrokePath(context);
}

How to animate an Arc? [duplicate]

How would I animate a circle on the iPhone so that the arc starts at "0 degrees" and ends at "360 degrees"?
Advance Thanks,
Sat
You need to read the Quartz 2D Programming Guide's section on arcs. (I am assuming you are creating an app with the Cocoa Touch API, not a web app.) You also need to know how to set up a custom animation. You will have to create a custom UIView or CALayer to do the drawing, and create a property (arc degree) that can be animated with a CAAnimation object. Alternatively, you can control the animation using an NSTimer instead. You pretty much have to have a grasp of these classes (and others) to pull this off.
Here you can find a great sample code about circle animation:
http://www.iphonedevsdk.com/forum/iphone-sdk-development/24152-draw-animated-circle-iphone-using-core-graphics.html
you should read the documentation that Felixyz provided and if you want an example of how to animate the circle have a look over the MBProgressHUD at this link link text. The loader has two modes one with a UIViewActivityIndicator and a progress indicator (a filling circle that it is animated from 0 to 360 degress) i think the last mode is what you want.
the fallowing code is from copy/paste from that implementation that animates the circle:
- (void)drawRect:(CGRect)rect {
CGRect allRect = self.bounds;
CGRect circleRect = CGRectMake(allRect.origin.x + 2, allRect.origin.y + 2,
allRect.size.width - 4, allRect.size.height - 4);
CGContextRef context = UIGraphicsGetCurrentContext();
// Draw background
CGContextSetRGBStrokeColor(context, 1.0, 1.0, 1.0, 1.0); // white
CGContextSetRGBFillColor(context, 1.0, 1.0, 1.0, 0.1); // translucent white
CGContextSetLineWidth(context, 2.0);
CGContextFillEllipseInRect(context, circleRect);
CGContextStrokeEllipseInRect(context, circleRect);
// Draw progress
float x = (allRect.size.width / 2);
float y = (allRect.size.height / 2);
CGContextSetRGBFillColor(context, 1.0, 1.0, 1.0, 1.0); // white
CGContextMoveToPoint(context, x, y);
CGContextAddArc(context, x, y, (allRect.size.width - 4) / 2, -(PI / 2),
(self.progress * 2 * PI) - PI / 2, 0);
CGContextClosePath(context); CGContextFillPath(context);
}
but read the documentation first! hope it helps

I need to draw a line on a view, and have the line be straight no matter what, but dynamic in length

Ok I need to implement a simple measuring tool for an iPad app I am working on. I don't have any experience with drawing, so I am really struggling. When the user presses down on the view (in measuring mode) the line's origin starts. I need to then be able to draw a line to wherever the user drags their finger, as they are dragging their finger, and have it be straight the entire time too.
I have the logic that calculates the distance between two points working based on two UITapGestureRecognizers, but I am thinking I will need to implement the touchesBegan/Ended methods instead.
How can I draw a line as the user drags, and make it stay straight the entire time?
I just need a point in the right direction.
Thanks!!
Check out a good tutorial like this.
Skip to the section on drawing lines:
void draw1PxStroke(CGContextRef context, CGPoint startPoint, CGPoint endPoint,
CGColorRef color) {
CGContextSaveGState(context);
CGContextSetLineCap(context, kCGLineCapSquare);
CGContextSetStrokeColorWithColor(context, color);
CGContextSetLineWidth(context, 1.0);
CGContextMoveToPoint(context, startPoint.x + 0.5, startPoint.y + 0.5);
CGContextAddLineToPoint(context, endPoint.x + 0.5, endPoint.y + 0.5);
CGContextStrokePath(context);
CGContextRestoreGState(context);
}
and then here is the call to that method:
// Add in color section
CGColorRef separatorColor = [UIColor colorWithRed:208.0/255.0 green:208.0/255.0
blue:208.0/255.0 alpha:1.0].CGColor;
// Add at bottom
CGPoint startPoint = CGPointMake(0, 0);
CGPoint endPoint = CGPointMake(100, 20);
draw1PxStroke(context, startPoint, endPoint, separatorColor);

How to draw an animatable ruler with Quartz2D?

I'd like to draw the lines of a simple ruler with Quartz2D, just for practice.
Since I have no idea about doing vector graphics programmatically on the iPhone, maybe someone can point me to a good tutorial to get started?
As Plamen points out, the Quartz 2D documentation is worth reading. Additionally, the course notes are available online (VoodooPad format) for my iPhone development course, where I devote an entire class to Quartz 2D drawing. The QuartzExamples sample application I created shows some more advanced drawing concepts, but Apple's QuartzDemo sample is a better place to start to see how you can do simple drawing.
As an example of drawing ticks for a ruler, the following is code that I have used to do something similar:
NSInteger minorTickCounter = majorTickInterval;
NSInteger totalNumberOfTicks = totalTravelRangeInMicrons / minorTickSpacingInMicrons;
CGFloat minorTickSpacingInPixels = currentHeight / (CGFloat)totalNumberOfTicks;
CGContextSetStrokeColorWithColor(context, [MyView blackColor]);
for (NSInteger currentTickNumber = 0; currentTickNumber < totalNumberOfTicks; currentTickNumber++)
{
CGContextMoveToPoint(context, leftEdgeForTicks + 0.5, round(currentTickNumber * minorTickSpacingInPixels) + 0.5);
minorTickCounter++;
if (minorTickCounter >= majorTickInterval)
{
CGContextAddLineToPoint(context, round(leftEdgeForTicks + majorTickLength) + 0.5, round(currentTickNumber * minorTickSpacingInPixels) + 0.5);
minorTickCounter = 0;
}
else
{
CGContextAddLineToPoint(context, round(leftEdgeForTicks + minorTickLength) + 0.5, round(currentTickNumber * minorTickSpacingInPixels) + 0.5);
}
}
CGContextStrokePath(context);
where currentHeight is the height of the area to cover, and [MyView blackColor] simply returns a CGColorRef representing the color black.

Arc / Circle animation in iphone

How would I animate a circle on the iPhone so that the arc starts at "0 degrees" and ends at "360 degrees"?
Advance Thanks,
Sat
You need to read the Quartz 2D Programming Guide's section on arcs. (I am assuming you are creating an app with the Cocoa Touch API, not a web app.) You also need to know how to set up a custom animation. You will have to create a custom UIView or CALayer to do the drawing, and create a property (arc degree) that can be animated with a CAAnimation object. Alternatively, you can control the animation using an NSTimer instead. You pretty much have to have a grasp of these classes (and others) to pull this off.
Here you can find a great sample code about circle animation:
http://www.iphonedevsdk.com/forum/iphone-sdk-development/24152-draw-animated-circle-iphone-using-core-graphics.html
you should read the documentation that Felixyz provided and if you want an example of how to animate the circle have a look over the MBProgressHUD at this link link text. The loader has two modes one with a UIViewActivityIndicator and a progress indicator (a filling circle that it is animated from 0 to 360 degress) i think the last mode is what you want.
the fallowing code is from copy/paste from that implementation that animates the circle:
- (void)drawRect:(CGRect)rect {
CGRect allRect = self.bounds;
CGRect circleRect = CGRectMake(allRect.origin.x + 2, allRect.origin.y + 2,
allRect.size.width - 4, allRect.size.height - 4);
CGContextRef context = UIGraphicsGetCurrentContext();
// Draw background
CGContextSetRGBStrokeColor(context, 1.0, 1.0, 1.0, 1.0); // white
CGContextSetRGBFillColor(context, 1.0, 1.0, 1.0, 0.1); // translucent white
CGContextSetLineWidth(context, 2.0);
CGContextFillEllipseInRect(context, circleRect);
CGContextStrokeEllipseInRect(context, circleRect);
// Draw progress
float x = (allRect.size.width / 2);
float y = (allRect.size.height / 2);
CGContextSetRGBFillColor(context, 1.0, 1.0, 1.0, 1.0); // white
CGContextMoveToPoint(context, x, y);
CGContextAddArc(context, x, y, (allRect.size.width - 4) / 2, -(PI / 2),
(self.progress * 2 * PI) - PI / 2, 0);
CGContextClosePath(context); CGContextFillPath(context);
}
but read the documentation first! hope it helps