I'd like to add shadow to a UIImageView which has image layers.
I've tried self.layer.shadowOffset/shadowOpacity route, but it's too slow..
When I want to add a shadow, I call addShadowLayerWithOffset method below which I expected to call drawRect and add shadow..
But drawRect isn't getting called.
What am I missing here?
- (void)drawRect:(CGRect)rect
{
SYSLOG(LOG_DEBUG, "in drawRect, isShadowed: %d", isShadowed);
if (isShadowed == true)
{
CGContextRef currentContext = UIGraphicsGetCurrentContext();
CGContextSaveGState(currentContext);
CGContextSetShadow(currentContext, CGSizeMake(100, 100), 3);
[super drawRect: rect];
CGContextRestoreGState(currentContext);
}
else
[super drawRect: rect];
}
- (void) addShadowLayerWithOffset: (int)offset
{
// self.layer.shadowOffset = CGSizeMake(offset,offset);
// self.layer.shadowOpacity = 0.7f;
// self.layer.shadowRadius = 5.0;
isShadowed = true;
[self setNeedsDisplay];
}
EDIT
ok, I got drawLayer being called.
I needed [self.layer setNeedsDisplay] not [self.layer setNeedsPlay] where self is the UIImageView subclass.
But shadow is not being drawn, in fact image(original layer) itself is not shown either.
What should I change?
- (void) drawLayer: (CALayer*) layer inContext: (CGContextRef)context
{
SYSLOG(LOG_DEBUG, "in drawLayer, isShadowed: %d", isShadowed);
if(isShadowed == true)
{
CGContextSaveGState(context);
CGContextSetShadow(context, CGSizeMake(10, 10), 3);
[super drawLayer: layer inContext: context];
CGContextRestoreGState(context);
}
else
[super drawLayer: layer inContext: context];
}
try to call this method:
called by a UIViewController:
[self addShadowedLayer:self.view inRect:( CGRectMake(30, 30, 128, 192))];
- (void)addShadowedLayer:(UIView *)aUIView inRect:(CGRect)aRect {
CALayer *sublayer = [CALayer layer];
sublayer.backgroundColor = [UIColor colorWithWhite:1.0 alpha:1.0].CGColor;
sublayer.shadowOffset = CGSizeMake(0, 3);
sublayer.shadowRadius = 5.0;
sublayer.shadowColor = [UIColor blackColor].CGColor;
sublayer.shadowOpacity = 0.8;
sublayer.frame = aRect;
sublayer.cornerRadius = 26.0;
[aUIView.layer addSublayer:sublayer];
}
it just add a white rounded rect, but what you need is just its shadow...
you are calling:
[super drawRect: rect];
but apple says:
You should never call this method directly yourself. To invalidate part of your view, and thus cause that portion to be redrawn, call the setNeedsDisplay or setNeedsDisplayInRect: method instead.
instead of drawRect, ever tried drawLayer?
-(void)drawLayer:(CALayer *)layer inContext:(CGContextRef)context
I think you are barking up the wrong tree. You said that specifying the shadow directly on the image layer is too slow. That is correct because the OS uses the alpha channel to determine where to draw the shadow.
What you can do to improve the rendering performance on iOS 3.2 and later is that you specify a shadow path. You first create a CGPathRef and set it as the shadow path of the layer.
This should improve rendering dramatically without having you to introduce another layer just for the shadow.
Related
I'm using UIGraphicsGetCurrentContext() to create a gradient background for a UI element, but I guess I misunderstood where the drawing was taking place. I wanted the drawing to take place on a subview, but instead it's happening in the view itself.
I think the problem is that when I use UIGraphicsGetCurrentContext(), I'm getting a CGContextRef of the view, so that's where the drawing is taking place. What I want to do is have the drawing take place on the subview, so that I can fade it in and out with other related subviews. Can this be done, or do I need to create another UIView subclass just for the background layer?
Here's a simplification of the code I'm using and my goal is to be able to fade in and out the background gradient in topBar while leaving the InterfaceControlsView view visible.
#implementation InterfaceControlsView
- (id)initWithFrame:(CGRect)frame
{
topBar = [[UIView alloc] initWithFrame:CGRectMake(0.0, 20.0, self.frame.size.width, 45.0)];
/* etc. */
}
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
CGRect rect = topBar.frame; // topBar is a subview
CGContextSaveGState(context);
CGContextAddRect(context, rect);
CGContextClip(context);
CGContextDrawLinearGradient(context, gradient, startPoint, endPoint, 0);
CGContextRestoreGState(context);
/* etc. */
}
#end
To create gradient bg for subviews, you dont need to create subclass, use gradiant layers.
Hope this helps
CALayer *layer = _button.layer;
layer.borderWidth = 1.0f;
layer.borderColor = [UIColor lightGrayColor].CGColor;
CAGradientLayer *gLayer = [CAGradientLayer layer];
[gLayer setName:#"gradient"];
gLayer.frame = layer.bounds;
gLayer.colors = [NSArray arrayWithObjects:
(id)[UIColor colorWithRed:26.0/255.0 green:94.0/255.0 blue:74.0/255.0 alpha:1.0].CGColor,
(id)[UIColor colorWithRed:23.0/255.0 green:59.0/255.0 blue:37.0/255.0 alpha:1.0].CGColor,
nil];
[layer addSublayer:gLayer];
I am trying to get a transparent background in CG but it keeps coming out black.
I have the following code:
- (id)initWithFrame:(CGRect)frame {
if ((self = [super initWithFrame:frame])) {
DLog(#">>> Alloc: DrawingCanvas [0x%X]", (unsigned int)self);
[self setOpaque:NO];
[self setBackgroundColor:[UIColor clearColor]];
}
return self;
}
- (void) drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGRect frame = rect;
int counter = 3;
CGContextClearRect(context, frame);
CGContextSetFillColorWithColor(context, [UIColor clearColor].CGColor);
CGContextFillRect(context, frame);
}
How do I get this code to show a transparent background?
With that setup and as long as you don't set clearsContextBeforeDrawing to NO, the background should already be transparent when your drawRect: method is called. Remove the CGContextClearRect and other drawing calls.
You could simply remove these lines :
CGContextClearRect(context, frame);
CGContextSetFillColorWithColor(context, [UIColor clearColor].CGColor);
CGContextFillRect(context, frame);
As long as you have set opaque to NO and clearColor as backgroundColor everything should be fine.
Be careful when drawing since your other drawing code may fill the background entirely (take care of [path fill] things in a non-clipped context).
I had this same problem and the solution was to set the backgroundColor property of the UIView which I was drawing in, from the parent view's class. I didn't need any code to clear the background in the UIView's class where the drawing happens.
myDrawingView.backgroundColor = [UIColor clearColor];
I want to place some "handles" on a UIView I have on-screen.
So, I'm creating more UIViews, one at each corner of the UIView's frame rectangle, and I simply want to draw a circle that "fills" the rectangle that is the frame of the "handle" UIView.
Here's what I mean:
How I create the "HandleView":
CGPoint upperLeft = CGPointMake([[self viewToMove] frame].origin.x - 5, [[self viewToMove] frame].origin.y - 5);
HandleView *uL = [[HandleView alloc] initWithFrame:CGRectMake(upperLeft.x, upperLeft.y, 10, 10)];
[self setUpperLeftHandle:uL];
[uL release];
[[self view] addSubview:[self upperLeftHandle]];
drawRect: for HandleView:
- (void)drawRect:(CGRect)rect {
// Drawing code
CGContextRef context = UIGraphicsGetCurrentContext();
[[UIColor orangeColor] set];
CGContextFillEllipseInRect(context, [self frame]);
}
What I'm getting is just a set of black rectangles where I place the HandleViews. I'm not sure why they're black, but I can change the color by changing the [HandleView backgroundColor] property. I cannot, though, get anything to DRAW on this view. Calling setNeedsDisplay doesn't seem to make any difference.
Also, the drawRect: method IS being called, so there's a problem with the code there, probably not anywhere else.
It's been a while since I've messed with custom drawing, but I don't remember it being this hard.
What am I missing?
Thanks!!!
Update:
Modified code to this:
- (id)initWithFrame:(CGRect)frame {
if ((self = [super initWithFrame:frame])) {
// Initialization code
[self setBackgroundColor:[UIColor clearColor]];
}
return self;
}
- (void)drawRect:(CGRect)rect {
// Drawing code
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetRGBFillColor(context, 100, 100, 100, 1.0);
CGContextFillEllipseInRect(context, rect);
}
Now, I see the circle, but only where it overlays another view. Where it's just sitting on top of the "background" UIView, I get nothing I can see. Also, even though the color is (100, 100, 100), it shows up white/light-light-gray.
What's the deal?
This might work:
- (void)drawRect:(CGRect)rect {
// Drawing code
[[UIColor orangeColor] setFill];
[[UIBezierPath bezierPathWithOvalInRect:rect] fill];
}
The problem is with the following line:
CGContextFillEllipseInRect(context, [self frame]);
You need to change this to the following:
CGContextFillEllipseInRect(context, [self bounds]);
Origin of frame is the left-top corner location of view in the parent. So, it can be any value within the limits of the size of parent view.
So, while drawing with frame, you will be offsetting Fillellipse rect location which happens to be beyond the visible rect of the handle view.
Hence, you were not able to see anything.
As for the color showing up as white, it's because CGContextSetRGBFillColor() expects values from 0.0 to 1.0 for the color component values (not 0-255). So, by passing 100, you were effectively passing 1.0, which was creating a white color.
Maybe it's because it's late. Whatever the reason I can't figure out why I'm having trouble with a simple CSScrollLayer example I'm trying. I add a 50 pixel Eclipse icon to a view based project and in my initialize method (called from initWithNibName:bundle:) I have this:
-(void) initialize
{
CAScrollLayer *scrollLayer = [CAScrollLayer layer];
scrollLayer.backgroundColor = [[UIColor blackColor] CGColor];
CGRect bounds = self.view.bounds;
scrollLayer.bounds = CGRectMake(0, 0, bounds.size.width, bounds.size.height);
scrollLayer.contentsRect = CGRectMake(0, 0, bounds.size.width + 800, bounds.size.height + 800);
scrollLayer.borderWidth = 2.5;
scrollLayer.borderColor = [[UIColor redColor] CGColor];
scrollLayer.position = CGPointMake(self.view.center.x, self.view.center.y - 20);
scrollLayer.scrollMode = kCAScrollBoth;
[self.view.layer addSublayer:scrollLayer];
UIImage *image = [UIImage imageNamed:#"eclipse32.gif"];
for(int i=0; i<6; i++) {
layer = [CALayer layer];
layer.backgroundColor = [[UIColor blackColor] CGColor];
layer.bounds = CGRectMake(0, 0, 100, 100);
layer.contents = (id)[image CGImage];
layer.position = CGPointMake(layer.bounds.size.width * i, self.view.center.y);
[scrollLayer addSublayer:layer];
}
// [button removeFromSuperview];
// [self.view addSubview:button];
// self.view.userInteractionEnabled = YES;
[image release];
}
The scroll layer shows, the icon is repeated on the layer I have a border around the edge of the screen. Everything is lovely except I can't scroll the icons. I've tried with/without setting scroll mode. I've tried with a single stretched icon that falls off screen. I've tried everything. What am I doing wrong?
CAScrollLayer does not plug into the UIEvent chain so you need to manually add code to modify the scroll offsets on touch events. It is also very tricky to get the scrolling momentum like UIScrollView does. I would strongly recommend re-implementing with UIScrollView -- it will be remarkably simpler. The only other option is to do manual touch event handling, which is painful! I tried to get a nice scroller with CAScrollLayer and gave up after implementing a few awkward scrolling behaviors manually.
The general rule I follow with using CALayer or UIView's is to use CALayer objects when I don't need any user interaction. If the user is going to touch it, use the UIView, it's a very lightweight object so the overhead is negligible.
That said, I've found CAScrollLayer remarkably useless! Why not just use a CALayer and modify the bounds? There's probably some use to it, but it is no replacement for UIScrollView.
Try adding this to your example to scroll the layer programmatically:
- (void)scroll {
[scrollLayer scrollToPoint:scrollPoint];
scrollPoint.x += 10;
[self performSelector:_cmd withObject:nil afterDelay:0.1];
}
and add this at the end of the initialize method:
scrollPoint = CGPointMake(0, 0);
[self scroll];
I am still struggling with drawing a line with CGContext. I have actually go to line to draw, but now I need the background of the Rect to be transparent so the existing background shows thru. Here's my test code:
(void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetFillColorWithColor(context, [UIColor clearColor].CGColor);
CGContextSetAlpha(context,0.0);
CGContextFillRect(context, rect);
CGContextSetStrokeColorWithColor(context, [UIColor whiteColor].CGColor);
CGContextSetLineWidth(context, 5.0);
CGContextMoveToPoint(context, 100.0,0.0);
CGContextAddLineToPoint(context,100.0, 100.0);
CGContextStrokePath(context);
}
Any ideas?
After UIGraphicsGetCurrentContext() call CGContextClearRect(context,rect)
Edit:
Alright, got it.
Your custom view with the line should have the following:
- (id)initWithFrame:(CGRect)frame {
if (self = [super initWithFrame:frame]) {
[self setBackgroundColor:[UIColor clearColor]];
}
return self;
}
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextClearRect(context, rect);
CGContextSetStrokeColorWithColor(context, [UIColor whiteColor].CGColor);
CGContextSetLineWidth(context, 5.0);
CGContextMoveToPoint(context, 100.0,0.0);
CGContextAddLineToPoint(context,100.0, 100.0);
CGContextStrokePath(context);
}
My test used this as a very basic UIViewController:
- (void)viewDidLoad {
[super viewDidLoad];
UIImageView *v = [[UIImageView alloc] initWithFrame:self.view.bounds];
[v setBackgroundColor:[UIColor redColor]];
[self.view addSubview:v];
TopView *t = [[TopView alloc] initWithFrame:self.view.bounds];
[self.view addSubview:t];
[v release];
[t release];
}
Easy way:
- (id)initWithFrame:(CGRect)frame
{
if ((self = [super initWithFrame:frame]))
{
self.opaque = NO;
}
return self;
}
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextClearRect(context, rect);
//your code
}
Init a context with opaque == false, Swift 3
UIGraphicsBeginImageContextWithOptions(size, false, UIScreen.main.scale)
opaque
A Boolean flag indicating whether the bitmap is opaque. If you know the bitmap is fully opaque, specify true to ignore the alpha channel and optimize the bitmap’s storage. Specifying false means that the bitmap must include an alpha channel to handle any partially transparent pixels.
This is what worked for me with a UIImage which had been manually added using InterfaceBuilder.
- (id)initWithCoder:(NSCoder *)aDecoder {
if(self = [super initWithCoder:aDecoder]) {
self.backgroundColor = [UIColor clearColor];
}
return self;
}
-(void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetStrokeColorWithColor(context, [UIColor whiteColor].CGColor);
CGContextSetLineWidth(context, 5.0);
CGContextMoveToPoint(context, 100.0,0.0);
CGContextAddLineToPoint(context,100.0, 100.0);
CGContextStrokePath(context);
}
David Kanarek's answer only works when you're manually creating your own UIImageView. If you've created a UIView and manually added it via Interface Builder then you will need a different approach like this calling the initWithCoder method instead.
I have the same problem, then I find it is.
I overwrite the init Method is -(id)initWithFrame:(CGRect)rect.
In this method self.background = [UIColor clearColor];
but i use this view in xib file !!! That will call the init method is
-(id)initWithCoder:(NSCoder*)aDecoder;
So overwrite all the init Method and setup BackgroundColor will work OK.
CGContextClearRect(context,rect)
If the provided context is a window or bitmap context, Quartz effectively clears the rectangle. For other context types, Quartz fills the rectangle in a device-dependent manner. However, you should not use this function in contexts other than window or bitmap contexts.
you can create a image context with this code:
cacheContext = CGBitmapContextCreate (cacheBitmap, size.width, size.height, 8, bitmapBytesPerRow, CGColorSpaceCreateDeviceRGB(), kCGImageAlphaPremultipliedLast);
CGContextSetRGBFillColor(cacheContext, 0, 0, 0, 0);
CGContextFillRect(cacheContext, (CGRect){CGPointZero, size});
the key is kCGImageAlphaPremultipliedLast.
Having trouble understanding the question here, but if you're unable to have a "background" UIView show through a "top" view into which you're drawing, one solution is topView.backgroundColor = [UIColor clearColor]; I was having (I think) this same problem and this solved it for me.