rotating a circle in UIView? - iphone

I want to draw a circle in drawRect through a context like a pie chart thorugh UITouch (took from a tutorial)? I have given the code as follows, how can I rotate? Any help please?
#define PI 3.14159265358979323846
#define snapshot_start 360
#define snapshot_finish 360
static inline float radians(double degrees) { return degrees * PI / 180; }
- (void)drawRect:(CGRect)rect
{
// Drawing code
CGRect parentViewBounds = self.bounds;
CGFloat x = CGRectGetWidth(parentViewBounds)/2;
CGFloat y = CGRectGetHeight(parentViewBounds)*0.55;
// Get the graphics context and clear it
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGContextClearRect(ctx, rect);
// define stroke color
CGContextSetRGBStrokeColor(ctx, 1, 1, 1, 1.0);
// define line width
CGContextSetLineWidth(ctx, 4.0);
// need some values to draw pie charts
double snapshotCapacity =20;
double rawCapacity = 100;
double systemCapacity = 1;
int offset = 5;
double pie1_start = 315.0;
double pie1_finish = snapshotCapacity *360.0/rawCapacity;
double system_finish = systemCapacity*360.0/rawCapacity;
CGContextSetFillColor(ctx, CGColorGetComponents( [[UIColor greenColor] CGColor]));
CGContextMoveToPoint(ctx, x+2*offset, y);
CGContextAddArc(ctx, x+2*offset, y, 100, radians(snapshot_start), radians(snapshot_start+snapshot_finish), 0);
CGContextClosePath(ctx);
CGContextFillPath(ctx);
// system capacity
CGContextSetFillColor(ctx, CGColorGetComponents( [[UIColor colorWithRed:15 green:165/255 blue:0 alpha:1 ] CGColor]));
CGContextMoveToPoint(ctx, x+offset,y);
CGContextAddArc(ctx, x+offset, y, 100, radians(snapshot_start+snapshot_finish+offset), radians(snapshot_start+snapshot_finish+system_finish), 0);
CGContextClosePath(ctx);
CGContextFillPath(ctx);
/* data capacity */
CGContextSetFillColor(ctx, CGColorGetComponents( [[UIColor colorWithRed:99/255 green:184/255 blue:255/255 alpha:1 ] CGColor]));
CGContextMoveToPoint(ctx, x, y);
CGContextAddArc(ctx, x, y, 100, radians(snapshot_start+snapshot_finish+system_finish+offset), radians(snapshot_start), 0);
CGContextClosePath(ctx);
CGContextFillPath(ctx);
}

Related

How to draw dots in a semi - circle pattern

How can I draw dots in semi circular pattern in iphone programmatically?
I did using the below code
CGContextRef ctx = UIGraphicsGetCurrentContext();
float angle = 0;
float centerX = self.frame.size.width/2;
float centerY = self.frame.size.width/2;
float startX = 0.0;
float startY = 0.0;
for (int i = 0; i < 8 ; i++) {
startX = centerX + cos(angle) * (radius + 50) - 5 ;
startY = centerY + sin(angle) * (radius + 50 ) - 5;
CGContextFillEllipseInRect(ctx, CGRectMake(startX, startY, 5, 5));
[[UIColor blackColor] setStroke];
angle-= M_PI/7;
}
you can like this way Quartz_2D:-
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context, 20.0);
CGContextSetStrokeColorWithColor(context,
[UIColor blueColor].CGColor);
CGFloat dashArray[] = {2,6,4,2};
CGContextSetLineDash(context, 3, dashArray, 4);
CGContextMoveToPoint(context, 10, 200);
CGContextAddQuadCurveToPoint(context, 150, 10, 300, 200);
CGContextStrokePath(context);
}
check out bellow all drawing examples :-
http://www.techotopia.com/index.php/An_iOS_5_iPhone_Graphics_Drawing_Tutorial_using_Quartz_2D

How can I create a part of a filled circle using Core Graphics/Quartz

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 to create Hexagon in iPhone/iPad

I want to make UIView which is originally rectangular to Hexagon shape to be used in my application.
Please help me something on this.
Thanks in advance.
Subclass UView and override drawRect to draw a hexagon like so:
- (void)drawRect:(CGRect)rect
{
float polySize = 60; // change this
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSaveGState(context);
CGAffineTransform t0 = CGContextGetCTM(context);
t0 = CGAffineTransformInvert(t0);
CGContextConcatCTM(context, t0);
//Begin drawing setup
CGContextBeginPath(context);
CGContextSetRGBStrokeColor(context, 0, 0, 0, 1);
CGContextSetLineWidth(context, 2.0);
CGPoint center;
//Start drawing polygon
center = CGPointMake(160, 90.0);
CGContextMoveToPoint(context, center.x, center.y + polySize);
for(int i = 1; i < 6; ++i)
{
CGFloat x = polySize * sinf(i * 2.0 * M_PI / 6);
CGFloat y = polySize * cosf(i * 2.0 * M_PI / 6);
CGContextAddLineToPoint(context, center.x + x, center.y + y);
}
//Finish Drawing
CGContextClosePath(context);
CGContextDrawPath(context, kCGPathStroke);
CGContextRestoreGState(context);
}
You can create a subclass of UIView and in it's -(void)drawRect: method draw a hexagon. Or Use UIImageView with image of hexagon

iphone Drawing gradient inside a polygon

I want to draw a gradient inside a polygon using core graphics. I am able to draw a hexagon using the code below but i don't know how to fill this hexagon with a gradient color. Any help will be really appreciated.
- (void)drawRect:(CGRect)rect
{
// Drawing code.
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetRGBStrokeColor(context, 1.0, 1.0, 1.0, 1.0);
CGContextSetRGBFillColor(context, 0.0, 0.0, 1.0, 1.0);
CGContextSetLineWidth(context, 2.0);
CGPoint center;
center = CGPointMake(210.0, 90.0);
CGContextMoveToPoint(context, center.x, center.y + 60.0);
for(int i = 1; i < 6; ++i)
{
CGFloat x = 60.0 * sinf(i * 2.0 * M_PI / 6.0);
CGFloat y = 60.0 * cosf(i * 2.0 * M_PI / 6.0);
CGContextAddLineToPoint(context, center.x + x, center.y + y);
}
CGContextClosePath(context);
CGContextDrawPath(context, kCGPathFillStroke);
}
Use following code for Gradient fill
CGContextRef context = UIGraphicsGetCurrentContext();
CGColorSpaceRef rgb = CGColorSpaceCreateDeviceRGB();
CGFloat colors[] =
{
0.62890625, 0.859375, 10.9921875, 1.00,
0.65625, 0.8046875, 0.9453125, 1.00,
};
CGGradientRef gradient = CGGradientCreateWithColorComponents(rgb, colors, NULL, sizeof(colors)/(sizeof(colors[0])*4));
CGColorSpaceRelease(rgb);
// now we can actually create the shape and fill it
CGPoint start, end;
CGContextSetRGBFillColor(context, 0, 0, 0.6, 0.1);
CGContextFillEllipseInRect(context, CGRectMake(0.0, 0.0, 100.0, 100.0));
CGContextStrokeEllipseInRect(context, CGRectMake(0.0, 0.0, 100.0, 100.0));
// Gradient
CGRect myrect = CGRectMake(0.0, 0.0, rect.size.width, rect.size.height);
CGContextSaveGState(context);
CGContextClipToRect(context, myrect);
start = CGPointMake(myrect.origin.x, myrect.origin.y + myrect.size.height * 0.25);
end = CGPointMake(myrect.origin.x, myrect.origin.y + myrect.size.height * 1.0);
CGContextDrawLinearGradient(context, gradient, start, end, kCGGradientDrawsBeforeStartLocation);
CGContextRestoreGState(context);

Can draw on only half of UIView

I am trying to draw grid on a UIView on a UIScrollView.
The width of UIView is about 1000 pixels. However, I can draw lines only
about first 340 pixels of the UIView. Can anyone help me on this?
The drawGrid function is
- (void)drawRect:(CGRect)rect
{
NSInteger width = 25 * 5 * 10;
NSInteger height = (10 * 2 + 10) * 12;
NSInteger i;
//Get the CGContext from this view
CGContextRef context = UIGraphicsGetCurrentContext();
// Draw rectangle with a blue stroke color and white fill color
CGContextSetRGBStrokeColor(context, 0.0, 0.0, 1.0, 1.0);
CGContextSetRGBFillColor(context, 0.0, 0.0, 1.0, 1.0);
CGContextSetLineWidth(context, 2.0);
CGContextAddRect(context, CGRectMake(0.0, 0.0, width, height));
CGContextFillPath(context);
// Draw grid with red color
CGContextSetStrokeColorWithColor(context, [UIColor redColor].CGColor);
// Set the width of the pen mark
CGContextSetLineWidth(context, 0.2);
for (i = 0; i < height; i += 5)
{
if (i % 25 == 0)
{
CGContextSetLineWidth(context, 0.4);
// Draw a line
CGContextMoveToPoint(context, i, 0.0);
CGContextAddLineToPoint(context, i, width);
CGContextStrokePath(context);
CGContextSetLineWidth(context, 0.2);
}
else
{
// Draw a line
CGContextMoveToPoint(context, i, 0.0);
CGContextAddLineToPoint(context, i, width);
CGContextStrokePath(context);
}
}
for (i = 0; i < width; i += 5)
{
if (i % 25 == 0)
{
CGContextSetLineWidth(context, 0.4);
// Draw a line
CGContextMoveToPoint(context, 0.0, i);
CGContextAddLineToPoint(context, height, i);
CGContextStrokePath(context);
CGContextSetLineWidth(context, 0.2);
}
else
{
// Draw a line
CGContextMoveToPoint(context, 0.0, i);
CGContextAddLineToPoint(context, height, i);
CGContextStrokePath(context);
}
}
}
I am also setting up the UIScrollView and UIView as follows:
- (void)viewDidLoad
{
[super viewDidLoad];
CGRect frame = CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height);
waveScrollView = [[WaveScrollView alloc] initWithFrame:frame];
CGRect waveframe = CGRectMake(0, 0, 25 * 5 * 10, (10 * 2 + 10) * 12);
EKGWaveView *ekgWaveView = [[EKGWaveView alloc] initWithFrame:waveframe];
waveScrollView.contentSize = CGSizeMake(waveframe.size.width, waveframe.size.height);
waveScrollView.maximumZoomScale = 4.0;
waveScrollView.minimumZoomScale = 0.75;
waveScrollView.clipsToBounds = YES;
waveScrollView.aView = ekgWaveView;
[waveScrollView addSubview:ekgWaveView];
waveScrollView.delegate = self;
[self.view addSubview:waveScrollView];
}
I appreciate any help. Thanks.
I'm pretty sure you've got some of your variables mixed up.
You're looping i from 0 to height but then you're using i as your x parameter when creating lines, and using width as your y parameter.