NSArray from SQLite to draw CGRects - iphone

I'm hoping someone will be able to point me in the right direction. I'm new to iOS/Objective C, but familiar with classic ASP/PHP.
I'm trying to dynamically generate CGRects (filled ellipses) using data from an SQLite database. I am able to connect to the SQLite database and pull an array, so that's working. You'll see that I have my CGRect goal successfully writing to the NSLog, along with manually drawing two dots.
I just need a little push in the right direction as far as the best method to place items from the "record set" into the CGRect line, in a similar method to how I have it sent to the NSLog.
My working CGRect code:
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
// Set dot alpha transparency
CGContextSetAlpha(context, 0.70);
// And draw with a blue fill color
CGContextSetRGBFillColor(context, 0.0, 0.0, 1.0, 1.0);
// Fill rect convenience equivalent to AddEllipseInRect(); FillPath();
int ellipseDiameter = 35.0;
int drawOffset = ellipseDiameter / 2;
//NSArray into NSLog showing how CGRect should be formatted from SQLite data
NSArray *locationInfos = [LocationDatabase database].locationInfos;
for (LocationInfo *info in locationInfos) {
NSLog(#"CGContextFillEllipseInRect(context, CGRectMake(%# - drawOffset, %# - drawOffset, ellipseDiameter,ellipseDiameter))", info.xCoordText, info.yCoordText);
}
//drawing dot 1
CGContextFillEllipseInRect(context, CGRectMake(125.0 - drawOffset, 108.0 - drawOffset, ellipseDiameter, ellipseDiameter));
//drawing dot 2
CGContextFillEllipseInRect(context, CGRectMake(132.0 - drawOffset, 146.0 - drawOffset, ellipseDiameter, ellipseDiameter));
}
Any direction would really be appreciated. Thanks in advance!

info.xCoordText and info.yCoordText are NSString, just call [info.xCoordText floatValue] to turn them into floats.
i.e.:
CGContextFillEllipseInRect(context, CGRectMake(info.xCoordText.floatValue - drawOffset, info.yCoordText.floatValue - drawOffset, ellipseDiameter,ellipseDiameter));

Related

Questions regarding drawing in iOS

I want to create a little navigation bar on the bottom of my iPhone screen where I basically just draw 5 rectangles next to each other. However, only the active page should have the opacity of 1.0 and others should be slightly transparent (alpha=0.4). That is what I already have.
Now my questions:
How do I change the opacity of the individual elements of my navigation ? Do I have to redraw the whole thing whenever something changes ? So I would have global variables called nav1Opacity,nav2Opacity...nav5Opacity, change them when the navigation changes and redraw the whole thing ? If so,
How do I clear what I have drawn before ? Do i create the rectangles as CGMutablePathRef()s and store them in an array and clear them all ?
I have very little experience with drawing, so I am a little lost there. I have read the documentation of Quartz2d and contexts, but still, as I mentioned I have not fully figured out how it works.
Here is some code I use:
-(void)drawRect:(CGRect)rect{
CGContextRef context = UIGraphicsGetCurrentContext();
//save state
CGContextSaveGState(context);
//NAV1
CGMutablePathRef nav1 = CGPathCreateMutable();
CGPathAddRect(nav1, NULL, CGRectMake(0 , 15, 64, 10));
UIColor *blueColor = UIColorFromRGB(0x35BFE5,0.1);
CGColorRef bC = [blueColor CGColor];
[colorArray addObject:(__bridge id)bC];
[navArray addObject:(__bridge id)nav1];
CGPathRelease(nav1);
/*
*
*
... I do this for all 5 navigation elements
*
*
*/
//then I go through all my rectangles and add/fill them
for(int i=0;i<[navArray count];i++){
CGContextAddPath(context, (__bridge CGMutablePathRef)[navArray objectAtIndex:i]);
CGContextSetFillColorWithColor(context, (__bridge CGColorRef)[colorArray objectAtIndex:i]);
CGContextFillPath(context);
}
// restore to last saved context state
CGContextRestoreGState(context);
}
//and this is how I redraw
-(void)updateActiveNav{
[navArray removeAllObjects];
[colorArray removeAllObjects];
[self setNeedsDisplay];
}
If you actually draw the interface, you will have to redraw it whenever it changes, at least the rectangles that change. You can reuse CGPaths, but they aren't graphical objects on screen, they are just instructions on how to draw shapes, so you will have to draw everything again.
That being said, you can use individual UIViews instead, which represent onscreen objects, and you can change their opacity, which will reflect on screen.
This is the problem:
for(int i=0;i<[navArray count];i++){
CGContextAddPath(context, (__bridge CGMutablePathRef)[navArray objectAtIndex:i]);
CGContextSetFillColorWithColor(context, (__bridge CGColorRef)[colorArray objectAtIndex:i]);
CGContextFillPath(context);
}
You are added the path to your context, then setting a fill color, then filling it. Then without restoring your context you're doing it again so your filling the previous path and the new one. Its not the drawing from the last drawRect its the drawing from here. Try something like below so that after you fill the path you reset the context and draw the next block by itself instead of both the 1st and 2nd etc.
for(int i=0;i<[navArray count];i++){
CGContextSaveGState(context);
// Add Path, Fill
CGContextRestoreGState(context);
}

how to get a pie progress bar

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];
}

Core Graphics draw line with outline

I'm drawing an arbitrary line with Core Graphics with a width of 4 pixels, now I would like this line to have a 1 pixel outline of another colour. I can't see any CG functions that would achieve this "out of the box" but I'm looking for suggestions on how it could be done. This is my existing code:
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context, 4.0);
CGPoint curPoint = [(NSValue*)[points objectAtIndex:0] CGPointValue];
CGContextMoveToPoint(context, curPoint.x, curPoint.y);
for( int i = 1; i < [points count]; i++ ) {
curPoint = [(NSValue*)[points objectAtIndex:i] CGPointValue];
CGContextAddLineToPoint(context, curPoint.x, curPoint.y);
CGContextStrokePath(context);
CGContextMoveToPoint(context, curPoint.x, curPoint.y);
}
This produces the single line. I would like to produce a 4px line with a 1px line highlighting the 4px line like this:
iOS 5.0 added a new feature CGPathCreateCopyByStrokingPath() that does what you want.
First create a CGPathRef for the black path, and then create a copy of it with CGPathCreateCopyByStrokingPath().
This will give you a new path, which you can fill in black and stroke in red, to get what you want.
Also, creating paths is a bit slow. You should avoid creating paths while performing screen drawing. All your paths should be stored in RAM and ready to go before you start drawing to the screen. drawRect: should only draw the path, not create it.
Similar to what Abhi Beckert suggests, but you can use this function:
CGContextReplacePathWithStrokedPath(CGContextRef c);
Which is present in older SDKs too - iOS 4.1, MacOS X 10.6, for example.
Also it is better to create the whole path and then stroke it (or stroke and fill in the same time) at the end - in other words no need to have CGContextStrokePath inside the loop.
I am afraid you will have to draw the path again with the line width set to 1. If you want it to be on the outside of your 4 pixel path, you will have to adjust your path accordingly.
Edit: One other option comes to mind - you can stroke a pattern - see Apple's QuartzDemo for an example how.
To add an answer to my own question, it can be done by drawing a line a few pixels wider in the highlight colour followed by the actual line on top. This produces the outline effect.
There isn't a built-in way to convert a stroke to a path, and then stroke that path. That said, you may be able to approximate this by drawing the line twice: once with a 6 pixel stroke (4 pixels + 1 on each side) and then again with a 4 pixel stroke in a different color
Similar to:
CGContextRef context = UIGraphicsGetCurrentContext();
CGPoint curPoint = [(NSValue*)[points objectAtIndex:0] CGPointValue];
CGContextMoveToPoint(context, curPoint.x, curPoint.y);
for( int i = 1; i < [points count]; i++ ) {
curPoint = [(NSValue*)[points objectAtIndex:i] CGPointValue];
CGContextAddLineToPoint(context, curPoint.x, curPoint.y);
}
// Set your 1 pixel highlight color here using CGContextSetRGBStrokeColor or equivalent
// CGContextSetRGBStrokeColor(...)
CGContextSetLineWidth(context, 6.0);
CGContextStrokePath(context);
// Set your 4 pixel stroke color here using CGContextSetRGBStrokeColor or equivalent
// CGContextSetRGBStrokeColor(...)
CGContextSetLineWidth(context, 4.0);
CGContextStrokePath(context);
Another idea would be setting up a shadow via CGContextSetShadowWithColor(context, CGSizeZero, 1.0, yourHighlightColorHere) prior to drawing the stroke, although this won't draw the highlight color with full opacity. (I also can't remember if shadows property shadow strokes - I have only used them with fills)

ios unread message icon

I was wondering if there is a standard method in iOS to produce the numbered bubble icon for unread messages as the ones used in mail for iphone and mac.
I'm not talking about the red dots on the application item which is done with badgevalue but about the blue bubble beside the mailboxes.
Of course one can do it manually using coregraphics but it's harder to match the dimensions and color of the standard ones used in mail etc.
here are three ways to do this, in order of difficulty..
screen shot your mail app from your iphone, send the image into photoshop, extract the blue dot and use it as an image in your app. To use it in a tableviewcell, you just set the imageView.image = [UIImage imageName:#"blueDot.png"];
same as #1, except save the image as a grayscale, this way you can use Quartz and overlay your own colors on top of it. so you can make that dot any color you want. Very cool stuff.
Use Quartz to draw the whole thing. Its really not that hard. Let me know if you would like some code for that.
OK, twist my arm... here is the code to draw your own gradient sphere... from quartz.
Make a class that inherits from UIView. add the following code
static float RADIANS_PER_DEGREE=0.0174532925;
-(void) drawInContext:(CGContextRef) context
{
// Drawing code
CGFloat radius = self.frame.size.width/2;
CGFloat start = 0 * RADIANS_PER_DEGREE;
CGFloat end = 360 * RADIANS_PER_DEGREE;
CGPoint startPoint = CGPointMake(0, 0);
CGPoint endPoint = CGPointMake(0, self.bounds.size.height);
//define our grayscale gradient.. we will add color later
CGFloat cc[] =
{
.70,.7,.7,1, //r,g,b,a of color1, as a percentage of full on.
.4,.4,.4,1, //r,g,b,a of color2, as a percentage of full on.
};
//set up our gradient
CGGradientRef gradient;
CGColorSpaceRef rgb = CGColorSpaceCreateDeviceRGB();
gradient = CGGradientCreateWithColorComponents(rgb, cc, NULL, sizeof(cc)/(sizeof(cc[0])*4));
CGColorSpaceRelease(rgb);
//draw the gray gradient on the sphere
CGContextSaveGState(context);
CGContextBeginPath(context);
CGContextAddArc(context, self.bounds.size.width/2, self.bounds.size.height/2, radius,start,end , 0);
CGContextClosePath(context);
CGContextClip(context);
CGContextAddRect(context, self.bounds);
CGContextDrawLinearGradient(context, gradient, startPoint, endPoint, kCGGradientDrawsBeforeStartLocation);
CGGradientRelease(gradient);
//now add our primary color. you could refactor this to draw this from a color property
UIColor *color = [UIColor blueColor];
[color setFill];
CGContextSetBlendMode(context, kCGBlendModeColor); // play with the blend mode for difference looks
CGContextAddRect(context, self.bounds); //just add a rect as we are clipped to a sphere
CGContextFillPath(context);
CGContextRestoreGState(context);
}
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
[self drawInContext:context];
}
If you want to use a graphic resource from iOS, you can find it using the UIKit-Artwork-Extractor tool. Extract everything to the desktop and find the one you want. For example, the red badge for notifications is called SBBadgeBG.png. I don't know which one you mean, so search for it yourself :P
This is what I did to use a badge, the procedure is exactly the same to show a bubble in a subview of your table:
// Badge is an image with 14+1+14 pixels width and 15+1+15 pixels height.
// Setting the caps to 14 and 15 preserves the original size of the sides, so only the pixel in the middle is stretched.
UIImage *image = [UIImage imageNamed:#"badge"];
self.badgeImage = [image stretchableImageWithLeftCapWidth:(image.size.width-1)/2 topCapHeight:(image.size.height-1)/2];
// what size do we need to show 3 digits using the given font?
self.badgeFont = [UIFont fontWithName:#"Helvetica-Bold" size:13.0];
CGSize maxStringSize = [[NSString stringWithString:#"999"] sizeWithFont:self.badgeFont];
// set the annotation frame to the max needed size
self.frame = CGRectMake(0,0,
self.badgeImage.size.width + maxStringSize.width,
self.badgeImage.size.height + maxStringSize.height);
and then override the method drawRect: of your view to paint the badge and the numbers inside:
- (void)drawRect:(CGRect)rect {
// get the string to show and calculate its size
NSString *string = [NSString stringWithFormat:#"%d",self.badgeNumber];
CGSize stringSize = [string sizeWithFont:self.badgeFont];
// paint the image after stretching it enough to acommodate the string
CGSize stretchedSize = CGSizeMake(self.badgeImage.size.width + stringSize.width,
self.badgeImage.size.height);
// -20% lets the text go into the arc of the bubble. There is a weird visual effect without abs.
stretchedSize.width -= abs(stretchedSize.width *.20);
[self.badgeImage drawInRect:CGRectMake(0, 0,
stretchedSize.width,
stretchedSize.height)];
// color of unread messages
[[UIColor yellowColor] set];
// x is the center of the image minus half the width of the string.
// Same thing for y, but 3 pixels less because the image is a bubble plus a 6px shadow underneath.
float height = stretchedSize.height/2 - stringSize.height/2 - 3;
height -= abs(height*.1);
CGRect stringRect = CGRectMake(stretchedSize.width/2 - stringSize.width/2,
height,
stringSize.width,
stringSize.height);
[string drawInRect:stringRect withFont:badgeFont];
}

iPhone: Draw rotated text?

I want to draw some text in a view, rotated 90°. I'm pretty new to iPhone development, and poking around the web reveals a number of different solutions. I've tried a few and usually end up with my text getting clipped.
What's going on here? I am drawing in a fairly small space (a table view cell), but there has to be a "right" way to do this… right?
Edit: Here are a couple of examples. I'm trying to display the text "12345" along the black bar at the left.
First attempt, from RJShearman on the Apple Discussions
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSelectFont (context, "Helvetica-Bold", 16.0, kCGEncodingMacRoman);
CGContextSetTextDrawingMode (context, kCGTextFill);
CGContextSetRGBFillColor(context, 1.0, 0.0, 0.0, 1.0);
CGContextSetTextMatrix (context, CGAffineTransformRotate(CGAffineTransformScale(CGAffineTransformIdentity, 1.f, -1.f ), M_PI/2));
CGContextShowTextAtPoint (context, 21.0, 55.0, [_cell.number cStringUsingEncoding:NSUTF8StringEncoding], [_cell.number length]);
CGContextRestoreGState(context);
(source: deeptechinc.com)
Second attempt, from zgombosi on iPhone Dev SDK. Identical results (the font was slightly smaller here, so there's less clipping).
CGContextRef context = UIGraphicsGetCurrentContext();
CGPoint point = CGPointMake(6.0, 50.0);
CGContextSaveGState(context);
CGContextTranslateCTM(context, point.x, point.y);
CGAffineTransform textTransform = CGAffineTransformMakeRotation(-1.57);
CGContextConcatCTM(context, textTransform);
CGContextTranslateCTM(context, -point.x, -point.y);
[[UIColor redColor] set];
[_cell.number drawAtPoint:point withFont:[UIFont fontWithName:#"Helvetica-Bold" size:14.0]];
CGContextRestoreGState(context);
Attempt two. There is almost identical clipping http://dev.deeptechinc.com/sidney/share/iphonerotation/attempt2.png
It turns out that the my table cell was always initialized 44px high regardless of the row height, so all of my drawing was getting clipped 44px from the top of the cell.
To draw larger cells it was necessary to set the content view's autoresizingMask with
cellContentView.autoresizingMask = UIViewAutoresizingFlexibleHeight;
or
cellContentView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
…and drawRect is called with the correct size. In a way, this makes sense, because UITableViewCell's initWithStyle:reuseIdentifier: makes no mention of the size of the cell, and only the table view actually knows how big each row is going to be, based on its own size and its delegate's response to tableView:heightForRowAtIndexPath:.
I read the Quartz 2D Programming Guide until the drawing model and functions started to make sense, and the code to draw my rotated text became simple and obvious:
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSaveGState(context);
CGContextRotateCTM(context, -(M_PI/2));
[_cell.number drawAtPoint:CGPointMake(-57.0, 5.5) withFont:[UIFont fontWithName:#"Helvetica-Bold" size:16.0]];
CGContextRestoreGState(context);
Thanks for the tips, it looks like I'm all set.
Use :-
label.transform = CGAffineTransformMakeRotation(- 90.0f * M_PI / 180.0f);
where label is the object of UILabel.
Here's a tip. I presume you're doing this drawing in drawRect. Why don't you draw a frame around drawRect to see how big the rect is and if that is why you get clipping.
An alternative is to put your text in a UILabel, and then rotate that 90 degrees when you make your cells in cellForRowAtIndexPath.
You know about the UITableViewDelegate method heightForRowAtIndexPath right?
Here's a simple tutorial on various graphics level methods. Presuming you know how big your text is you should be able to size your table view row size appropriately.
Also, I'd check to make sure that the bounds after any transform actually meet your expectations. (Either use a debugger or log statement to verify this).
to what #Sidnicious said, and what i collected through out stack overflow, i want to give a usage example - appended my code to completely draw a ruler to the left screen side, with numbers rotated:
RulerView : UIView
// simple testing for iPhones (check for device descriptions to get all iPhones + iPads)
- (float)getPPI
{
switch ((int)[UIScreen mainScreen].bounds.size.height) {
case 568: // iPhone 5*
case 667: // iPhone 6
return 163.0;
break;
case 736: // iPhone 6+
return 154.0;
break;
default:
return -1.0;
break;
}
}
- (void)drawRect:(CGRect)rect
{
[[UIColor blackColor] setFill];
float ppi = [self getPPI];
if (ppi == -1.0) // unable to draw, maybe an ipad.
return;
float linesDist = ppi/25.4; // ppi/mm per inch (regular size iPad would be 132.0, iPhone6+ 154.0)
float linesWidthShort = 15.0;
float linesWidthMid = 20.0;
float linesWidthLong = 25.0;
for (float i = 0, c = 0; i <= self.bounds.size.height; i = i + linesDist, c = c +1.0)
{
bool isMid = (int)c % 5 == 0;
bool isLong = (int)c % 10 == 0;
float linesWidth = isLong ? linesWidthLong : isMid ? linesWidthMid : linesWidthShort;
UIRectFillUsingBlendMode( (CGRect){0, i, linesWidth, .5} , kCGBlendModeNormal);
/* FONT: Numbers without rotation (yes, is short)
if (isLong && i > 0 && (int)c % 10 == 0)
[[NSString stringWithFormat:#"%d", (int)(c/10)] drawAtPoint:(CGPoint){linesWidthLong +2, i -5} withAttributes:#{
NSFontAttributeName: [UIFont systemFontOfSize:9],
NSBaselineOffsetAttributeName: [NSNumber numberWithFloat:1.0]
}];
*/
// FONT: Numbers with rotation (yes, requires more effort)
if (isLong && i > 0 && (int)c % 10 == 0)
{
NSString *str = [NSString stringWithFormat:#"%d", (int)(c/10)];
NSDictionary *attrs = #{
NSFontAttributeName: [UIFont systemFontOfSize:9],
NSBaselineOffsetAttributeName: [NSNumber numberWithFloat:0.0]
};
CGSize textSize = [str sizeWithAttributes:attrs];
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSaveGState(context);
CGContextRotateCTM(context, +(M_PI/2));
[str drawAtPoint:(CGPoint){i - (textSize.width/2), -(linesWidthLong + textSize.height +2)} withAttributes:attrs];
CGContextRestoreGState(context);
}
}
}
After I discovered that I needed to add the following to the top of my file I liked Matt's approach. Very simple.
#define degreesToRadian(x) (M_PI * (x) / 180.0)
mahboudz's suggestion will probably be your path of least resistance. You can rotate the UILabel 90deg with this: [label setTransform:CGAffineTransformMakeRotation(DegreesToRadians(-90.0f))]; You'll just have to calculate your cell height based upon the label width. -Matt – Matt Long Nov 10 at 0:09