how to make top edge of the waveform rounded - ios

I want to create top edge and bottom edge of wave forms in rounded shape .
currently i am able to get these wave forms
the code below is
- (UIImage*) drawImageFromSamples:(SInt16*)samples
maxValue:(SInt16)maxValue
sampleCount:(NSInteger)sampleCount {
CGSize imageSize = CGSizeMake(sampleCount * (_drawSpaces ? 6 : 6), self.height);
UIGraphicsBeginImageContextWithOptions(imageSize, NO, 0);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetFillColorWithColor(context, self.backgroundColor.CGColor);
CGContextSetAlpha(context, 1.0);
CGRect rect;
rect.size = imageSize;
rect.origin.x = 0;
rect.origin.y = 0;
CGColorRef waveColor = self.waveColor.CGColor;
CGContextFillRect(context, rect);
CGContextSetLineWidth(context, 2.0);
float channelCenterY = imageSize.height / 2;
float sampleAdjustmentFactor = imageSize.height / (float)maxValue;
for (NSInteger i = 0; i < sampleCount; i++)
{
float val = *samples++;
val = val * sampleAdjustmentFactor;
if ((int)val == 0)
val = 1.0; // draw dots instead emptyness
CGContextMoveToPoint(context, i * (_drawSpaces ? 6 : 6), channelCenterY - val / 2.0);
CGContextAddLineToPoint(context, i * (_drawSpaces ? 6 : 6), channelCenterY + val / 2.0);
CGContextSetStrokeColorWithColor(context, waveColor);
CGContextStrokePath(context);
}
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}

Try this, CGContextSetLineCap (context, kCGLineCapRound);
-(UIImage*) drawImageFromSamples:(SInt16*)samples maxValue:(SInt16)maxValue sampleCount:(NSInteger)sampleCount {
CGSize imageSize = CGSizeMake(sampleCount * (_drawSpaces ? 6 : 6), self.height); UIGraphicsBeginImageContextWithOptions(imageSize, NO, 0);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetFillColorWithColor(context, self.backgroundColor.CGColor); CGContextSetAlpha(context, 1.0);
CGRect rect; rect.size = imageSize; rect.origin.x = 0; rect.origin.y = 0;
CGColorRef waveColor = self.waveColor.CGColor;
CGContextFillRect(context, rect);
CGContextSetLineWidth(context, 2.0);
// Start: Line Added to the code
CGContextSetLineCap (context, kCGLineCapRound);
// End: Line Added to the code
float channelCenterY = imageSize.height / 2; float sampleAdjustmentFactor = imageSize.height / (float)maxValue;
for (NSInteger i = 0; i < sampleCount; i++) { float val = *samples++; val = val * sampleAdjustmentFactor; if ((int)val == 0) val = 1.0; // draw dots instead emptyness
CGContextMoveToPoint(context, i * (_drawSpaces ? 6 : 6), channelCenterY - val / 2.0);
CGContextAddLineToPoint(context, i * (_drawSpaces ? 6 : 6), channelCenterY + val / 2.0);CGContextSetStrokeColorWithColor(context, waveColor); CGContextStrokePath(context); }
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}

Related

How fill MKCircleRenderer with blur color

I have implemented custom implementation of MKCircleRenderer.I need to have a circle with attached color. I can fill it with specific color. But how can add blur effect?
Here is my code:
- (void)fillPath:(CGPathRef)path inContext:(CGContextRef)context_{
if(!distance)
return;
#synchronized (self) {
if(!image){
rect = CGPathGetBoundingBox(path);
UIGraphicsBeginImageContext(rect.size);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextAddPath(context, path);
CGContextSetBlendMode (context, kCGBlendModePlusDarker);
CGContextClip(context);
CGFloat gradientLocations[2] = {0, 1.0f};
UIColor* color = [UIColor colorWithHTMLString:#"#27B255"];
const CGFloat* components = CGColorGetComponents(color.CGColor);
CGFloat gradientColors[8] = {components[0], components[1], components[2], 0.3, components[0], components[1], components[2], 0.3};
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGGradientRef gradient = CGGradientCreateWithColorComponents(colorSpace, gradientColors, gradientLocations, 2);
CGColorSpaceRelease(colorSpace);
CGPoint gradientCenter = CGPointMake(CGRectGetMidX(rect), CGRectGetMidY(rect));
CGFloat gradientRadius = MIN(rect.size.width, rect.size.height) / 2;
CGContextDrawRadialGradient(context, gradient, gradientCenter, 0, gradientCenter, gradientRadius, kCGGradientDrawsAfterEndLocation);
CGGradientRelease(gradient);
if(distance.accuracy > 0){
CGFloat k = (CGFloat)(rect.size.width/(2*(distance.distance + distance.accuracy)));
CGFloat radius = (distance.distance - distance.accuracy) * k;
if(radius > 0){
CGContextSetFillColorWithColor(context, [UIColor clearColor].CGColor);
CGContextSetBlendMode(context, kCGBlendModeClear);
CGContextAddArc(context, CGRectGetMidX(rect), CGRectGetMidY(rect), radius, 0, 2 * M_PI, 0);
CGContextDrawPath(context, kCGPathFill);
CGContextSetBlendMode(context, kCGBlendModeNormal);
}
}
image = UIGraphicsGetImageFromCurrentImageContext();
image = [UIImageEffects imageByApplyingBlurToImage:image withRadius:1 tintColor:nil saturationDeltaFactor:1.0 maskImage:nil];
UIGraphicsEndImageContext();
}
}
CGContextDrawImage(context_, rect, image.CGImage);
}
I use UIImageEffects classes from Apple, but no result that I expect. Could you provide any other varian how to do this?

How to make UI with round image and round text, also add ratting icon on same circle. in iOS application

How to make UI with round image and round text, also add ratting icon on same circle. in iOS application
Import roundImageView.h class in your view class and set background image on your UIButton. Please change button type Custom.
After Following these steps try this code .
CGRect frame = CGRectMake(0, 0, 200, 200);
roundImageView *roudImage = [[roundImageView alloc]init];
UIImage *image1 = [roudImage createMenuRingWithFrame:frame :#"Your Title" labelBgColor:[UIColor colorWithRed:(191/255.f) green:(251/255.f) blue:(158/255.f) alpha:1] ringBgColor:[UIColor colorWithRed:(214/255.f) green:(214/255.f) blue:(214/255.f) alpha:1] levelUnlockShow:1 buttonObj:yourButtonObj];
[yourButtonObj setImage:image1 forState:UIControlStateNormal];
Note :- In this you can see we set only Image not background image ..
Create a class roundImageView UIImage Type and paste this code
in roundImageView.h file code
#import <UIKit/UIKit.h>
#interface roundImageView : UIImage
- (UIImage*) createMenuRingWithFrame:(CGRect)frame : (NSString*) sectionTitle labelBgColor : (UIColor*)labelBgColor ringBgColor : (UIColor *)ringBgColor levelUnlockShow: (NSInteger) levelUnloackNm buttonObj : (UIButton *)buttonObj;
Paste code in roundImageView.m file
#import "roundImageView.h"
#implementation roundImageView
#define DegreesToRadians(x) (M_PI * x / 180.0)
- (void) drawStringAtContext:(CGContextRef) context string:(NSString*) text atAngle:(float) angle withRadius:(float) radius
{
CGSize textSize = [text sizeWithAttributes:#{NSFontAttributeName: [UIFont fontWithName:#"Helvetica" size:18]}];
float perimeter = 2 * M_PI * radius;
float textAngle = textSize.width / perimeter * 2 * M_PI;
angle += textAngle / 2;
for (int index = 0; index < [text length]; index++)
{
NSRange range = {index, 1};
NSString* letter = [text substringWithRange:range];
char* c = (char*)[letter cStringUsingEncoding:NSASCIIStringEncoding];
CGSize charSize = [letter sizeWithAttributes:#{NSFontAttributeName: [UIFont fontWithName:#"Helvetica" size:18]}];
NSLog(#"Char %# with size: %f x %f", letter, charSize.width, charSize.height);
float x = radius * cos(angle);
float y = radius * sin(angle);
float letterAngle = (charSize.width / perimeter * -2 * M_PI);
CGContextSaveGState(context);
CGContextTranslateCTM(context, x, y);
CGContextRotateCTM(context, (angle - 0.5 * M_PI));
CGContextShowTextAtPoint(context, 0, 0, c, strlen(c));
CGContextRestoreGState(context);
angle += letterAngle;
}
}
- (void)drawRect:(CGRect)rect contextData:(CGContextRef) context {
CGContextSetLineWidth(context, 30);
CGContextSetStrokeColorWithColor(context, [UIColor redColor].CGColor);
CGContextBeginPath(context);
CGContextMoveToPoint(context, 0, 50);
CGContextAddCurveToPoint(context, 0, 180, 0, 0, -80, 0);
CGContextStrokePath(context);
}
- (UIImage*) createMenuRingWithFrame:(CGRect)frame : (NSString*) sectionTitle labelBgColor : (UIColor*)labelBgColor ringBgColor : (UIColor *)ringBgColor levelUnlockShow: (NSInteger) levelUnloackNm buttonObj : (UIButton *)buttonObj
{
CAShapeLayer *circle = [CAShapeLayer layer];
// Make a circular shape
UIBezierPath *circularPath=[UIBezierPath bezierPathWithRoundedRect:CGRectMake(0, 0, buttonObj.frame.size.width, buttonObj.frame.size.height) cornerRadius:MAX(buttonObj.frame.size.width, buttonObj.frame.size.height)];
circle.path = circularPath.CGPath;
// Configure the apperence of the circle
circle.fillColor = [UIColor blackColor].CGColor;
circle.strokeColor = [UIColor blackColor].CGColor;
circle.lineWidth = 0;
buttonObj.layer.mask = circle;
CGPoint centerPoint = CGPointMake(frame.size.width / 2, frame.size.height / 2);
char* fontName = (char*)[[UIFont fontWithName:#"Helvetica" size:18].fontName cStringUsingEncoding:NSASCIIStringEncoding];
const CGFloat* ringColorComponents = CGColorGetComponents([ringBgColor CGColor]);
// const CGFloat* textBGColorComponents = CGColorGetComponents([[UIColor colorWithRed:80/255.0 green:160/255.0 blue:15/255.0 alpha:1] CGColor]) ;
const CGFloat* textColorComponents = CGColorGetComponents([[UIColor colorWithRed:0/255.0 green:0/255.0 blue:0/255.0 alpha:1] CGColor]);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(NULL, frame.size.width, frame.size.height, 8, 4 * frame.size.width, colorSpace, kCGImageAlphaPremultipliedFirst);
CGContextSetTextMatrix(context, CGAffineTransformIdentity);
CGContextSelectFont(context, fontName, 18, kCGEncodingMacRoman);
CGContextSetRGBStrokeColor(context, ringColorComponents[0], ringColorComponents[1], ringColorComponents[2], 1.0);
CGContextSetLineWidth(context, 25);
CGContextStrokeEllipseInRect(context, CGRectMake(10, 10, frame.size.width - (10 * 2), frame.size.height - (10 * 2)));
CGContextSetRGBFillColor(context, textColorComponents[0], textColorComponents[1], textColorComponents[2], 1.0);
CGContextSaveGState(context);
CGContextTranslateCTM(context, centerPoint.x, centerPoint.y);
// float angleStep = 2 * M_PI ;
float angle = DegreesToRadians(135);
float textRadius = 95;
textRadius = textRadius - 12;
// [self drawImageAtContext:context string:text atAngle:angle withRadius:textRadius];
[self drawLblBackGroundAtContext:context string:sectionTitle atAngle:angle withRadius:textRadius withLabelBackgroudColor:labelBgColor ];
//angle -= angleStep;
CGContextSetRGBStrokeColor(context, ringColorComponents[0], ringColorComponents[1], ringColorComponents[2], 1.0);
CGContextSetLineWidth(context, 25);
[self drawStringAtContext:context string:sectionTitle atAngle:angle withRadius:textRadius];
//angle -= angleStep;
angle = DegreesToRadians(315);
// [self drawImageAtContext:context string:text atAngle:angle withRadius:textRadius];
[self drawImageAtContext:context atAngle:angle withRadius:textRadius levelUnlock: levelUnloackNm];
//angle -= angleStep;
CGContextRestoreGState(context);
CGImageRef contextImage = CGBitmapContextCreateImage(context);
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
//[self saveImage:[UIImage imageWithCGImage:contextImage] withName:#"test.png"];
return [UIImage imageWithCGImage:contextImage];
}
- (void) drawImageAtContext:(CGContextRef) context atAngle:(float) angle withRadius:(float) radius levelUnlock:(NSInteger )levelUnlock
{
CGSize textSize = [#"MMMMMM" sizeWithAttributes:#{NSFontAttributeName: [UIFont fontWithName:#"Helvetica" size:18]}];
float perimeter = 2 * M_PI * radius;
float textAngle = (textSize.width+1) / perimeter * 2 * M_PI;
angle += textAngle / 2;
// UIImageView *image = [[UIImageView alloc]initWithFrame:CGRectMake(angle, 0, 20, 20)];
if (levelUnlock != 0) {
for (int index = 0; index < 6; index++)
{
NSRange range = {index, 1};
NSString* letter = [#"MMMMMM" substringWithRange:range];
CGSize charSize = [letter sizeWithAttributes:#{NSFontAttributeName: [UIFont fontWithName:#"Helvetica" size:18]}];
NSLog(#"Char %# with size: %f x %f", letter, charSize.width, charSize.height);
float x = radius * cos(angle);
float y = radius * sin(angle);
float letterAngle = ((charSize.width+1) / perimeter * -2 * M_PI);
CGContextSaveGState(context);
CGContextTranslateCTM(context, x, y);
CGContextRotateCTM(context, (angle - 0.5 * M_PI));
// CGContextShowTextAtPoint(context, 0, 0, c, strlen(c));
const CGFloat* ringColorComponents;
NSInteger raiting = 6 - levelUnlock ;
if (index + 1 > raiting) {
ringColorComponents = CGColorGetComponents([[UIColor colorWithRed:0/255.0 green:170/255.0 blue:216/255.0 alpha:1] CGColor]);
}else{
ringColorComponents = CGColorGetComponents([[UIColor colorWithRed:150/255.0 green:150/255.0 blue:150/255.0 alpha:1] CGColor]);
}
CGContextSetRGBStrokeColor(context, ringColorComponents[0], ringColorComponents[1], ringColorComponents[2], 1.0);
CGContextSetRGBFillColor(context, ringColorComponents[0], ringColorComponents[1], ringColorComponents[2], 1.0);
CGContextSetLineWidth(context, 8);
//Line Changed for border
CGContextStrokeEllipseInRect(context, CGRectMake(2, 1, 8, 8));
CGContextRestoreGState(context);
angle += letterAngle;
}
}
}
- (void) drawLblBackGroundAtContext:(CGContextRef) context string:(NSString*) text atAngle:(float) angle withRadius:(float) radius withLabelBackgroudColor: (UIColor *)labelBgColor
{
// text = [NSString stringWithFormat:#"%#sdsad",text];
CGSize textSize = [text sizeWithAttributes:#{NSFontAttributeName: [UIFont fontWithName:#"Helvetica" size:20]}];//[text sizeWithFont:[UIFont fontWithName:#"Helvetica" size:20]];
float perimeter = 2 * M_PI * radius;
float textAngle = textSize.width / perimeter * 2 * M_PI;
angle += textAngle / 2;
for (int index = 0; index < [text length]; index++)
{
NSRange range = {index, 1};
NSString* letter = [text substringWithRange:range];
// char* c = (char*)[letter cStringUsingEncoding:NSASCIIStringEncoding];
CGSize charSize = [letter sizeWithAttributes:#{NSFontAttributeName: [UIFont fontWithName:#"Helvetica" size:18]}];
NSLog(#"Char %# with size: %f x %f", letter, charSize.width, charSize.height);
float x = radius * cos(angle);
float y = radius * sin(angle);
float letterAngle = ((charSize.width+1) / perimeter * -2 * M_PI);
CGContextSaveGState(context);
CGContextTranslateCTM(context, x, y);
CGContextRotateCTM(context, (angle - 0.5 * M_PI));
const CGFloat* ringColorComponents = CGColorGetComponents([ labelBgColor CGColor]);
CGContextSetRGBStrokeColor(context, ringColorComponents[0], ringColorComponents[1], ringColorComponents[2], 1.0);
CGContextSetRGBFillColor(context, ringColorComponents[0], ringColorComponents[1], ringColorComponents[2], 1.0);
if (index + 1 == [text length]){
CGContextSetLineWidth(context, 15);
CGContextStrokeRect(context, CGRectMake(0, 2, 15, 15));
}else{
CGContextSetLineWidth(context, 15);
CGContextStrokeRect(context, CGRectMake(0, 2, 15, 15));
}
CGContextRestoreGState(context);
if (index +1 == [text length]) {
angle += letterAngle ;
}else{
angle += letterAngle;
}
}
}
#end
Try this code its working fine ...
Well,i didnt got your question completely..,if u want ur image view to be a proper circle,then use layer property.
Add QuartzCore framework to your project
#import <QuartzCore/QuartzCore.h>
then,in viewDidLoad ,add the following code.
myImageView.layer.cornerRadius = (myImageView.bounds.size.height/2);
myImageView.layer.masksToBounds = YES;
The rest is upto you,use your logic to do the remaining.
EDIT
https://developer.apple.com/library/mac/documentation/GraphicsImaging/Reference/CALayer_class/index.html go through these.
You can take a look on WWDC2014 videos: "What's new in interface builder."
They are creating class similar to what you need.
https://developer.apple.com/videos/wwdc/2014/

iOS Drawing Circles

I am trying to create the circles below in my iOS app. I know how to make the circles but am not entirely sure on how to get the points along the arc. It has to be in code not an image. Below is also the code I currently have.
- (void)drawRect:(CGRect)rect
{
CGPoint point;
point.x = self.bounds.origin.x + self.bounds.size.width/2;
point.y = self.bounds.origin.y + self.bounds.size.height/2;
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context, 2.0);
CGContextSetStrokeColorWithColor(context, [UIColor blueColor].CGColor);
CGRect circle = CGRectMake(point.x/2,point.y-point.x/2,point.x,point.x);
CGContextAddEllipseInRect(context, circle);
CGContextStrokePath(context);
for (int i = 0; i<8; i++) {
CGRect circleMini = CGRectMake(??????,??????,point.x/4,point.x/4);
CGContextAddEllipseInRect(context, circleMini);
CGContextStrokePath(context);
}
}
UPDATED TO ANSWER
float cita = 0;
for (int i = 0; i<8; i++) {
CGPoint pointCir = CGPointMake(point.x/2 + radius * cos(cita) , (point.y-point.x/2) + radius * sin(cita) );
CGRect circleMini = CGRectMake(pointCir.x,pointCir.y,radius/4,radius/4);
CGContextAddEllipseInRect(context, circleMini);
CGContextStrokePath(context);
cita += M_PI / 4.0;
}
If (x,y) is the center and r is the radius of your big circle, the center of the i-th external circle will be:
center(i) = ( x + r * cos(cita) , y + r * sin(cita) )
Start cita in 0 and increment it PI/4 radians for the next circle (or 45 degrees)
Working implementation
CGFloat cita = 0;
CGFloat bigCircleRadius = point.x / 2.0;
CGFloat smallCircleRadius = bigCircleRadius / 4.0;
for (int i = 0; i < 8; i++) {
CGPoint smallCircleCenter = CGPointMake(point.x + bigCircleRadius * cos(cita) - smallCircleRadius/2.0 , point.y + bigCircleRadius * sin(cita) - smallCircleRadius / 2.0 );
CGRect smallCircleRect = CGRectMake(smallCircleCenter.x,smallCircleCenter.y,smallCircleRadius,smallCircleRadius);
CGContextAddEllipseInRect(context, smallCircleRect);
CGContextStrokePath(context);
cita += M_PI / 4.0;
}
Edit: Added implementation and renamed variables.
- (void)drawRect:(CGRect)rect
{
const NSUInteger kNumCircles = 8u;
CGFloat height = CGRectGetHeight(rect);
CGFloat smallCircleRadius = height / 10.0f;
CGRect bigCircleRect = CGRectInset(rect, smallCircleRadius / 2.0f, smallCircleRadius / 2.0f);
CGFloat bigCircleRadius = CGRectGetHeight(bigCircleRect) / 2.0f;
CGPoint rectCenter = CGPointMake(CGRectGetMidX(rect), CGRectGetMidY(rect));
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context, 2.0f);
CGContextSetStrokeColorWithColor(context, [UIColor blueColor].CGColor);
CGContextAddEllipseInRect(context, bigCircleRect);
CGContextStrokePath(context);
CGFloat alpha = 0;
for (NSUInteger i = 0; i < kNumCircles; i++)
{
CGPoint smallCircleCenter = CGPointMake(rectCenter.x + bigCircleRadius * cos(alpha) - smallCircleRadius/2.0f , rectCenter.y + bigCircleRadius * sin(alpha) - smallCircleRadius / 2.0f );
CGRect smallCircleRect = CGRectMake(smallCircleCenter.x,smallCircleCenter.y,smallCircleRadius,smallCircleRadius);
CGContextAddEllipseInRect(context, smallCircleRect);
CGContextStrokePath(context);
alpha += M_PI / (kNumCircles / 2.0f);
}
}

Fast way to redraw gradient?

I need to draw (a bit) complex gradients programmatically. Here is my params.
#define SHADOW_OPACITY 0.35
const size_t num_locations = 4;
const CGFloat locations[num_locations] = { 0, 0.12, 0.42, 1.0 };
const CGFloat components[num_locations * 2] = { 0.0, 1.0 * SHADOW_OPACITY,
0.0, 1.0 * SHADOW_OPACITY,
0.0, 0.73 * SHADOW_OPACITY,
0.0, 0.0 };
Three rings with opacity and a dashed ring inside. All works just fine.
- (void)drawRect:(CGRect)rect
{
[super drawRect:rect];
CGContextRef context = UIGraphicsGetCurrentContext();
[self drawGradientInContext:context];
CGContextSetLineWidth(context, CIRCLE_STROKE_WIDTH);
CGContextBeginPath(context);
CGFloat dashLength = DASH_LENGTH(self.circleRadius);
CGFloat dashArray[] = { dashLength, dashLength };
CGContextSetLineDash(context, 0, dashArray, 2);
CGContextAddArc(context, CGRectGetMidX(self.bounds), CGRectGetMidY(self.bounds), self.circleRadius, 0, 2 * M_PI, YES);
CGContextClosePath(context);
CGContextSetRGBStrokeColor(context, 1.0, 1.0, 1.0, 1.0);
CGContextDrawPath(context, kCGPathStroke);
}
- (void)drawGradientInContext:(CGContextRef)context
{
self.layer.shouldRasterize = YES;
self.layer.rasterizationScale = [UIScreen mainScreen].scale;
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceGray();
CGGradientRef gradient = CGGradientCreateWithColorComponents(colorspace, components, locations, num_locations);
CGPoint gradientCenter = CGPointMake(CGRectGetMidX(self.bounds), CGRectGetMidY(self.bounds));
CGContextDrawRadialGradient(context,
gradient,
gradientCenter,
self.circleRadius - 1,
gradientCenter,
self.circleRadius + SHADOW_WIDTH,
kCGGradientDrawsAfterEndLocation);
CGColorSpaceRelease(colorspace);
CGGradientRelease(gradient);
}
Well, I need to apply zoom.
- (void)zoom:(UIPinchGestureRecognizer *)sender
{
effectiveScale = beginGestureScale * sender.scale;
self.circleRadius = effectiveScale * BASE_RADIUS;
}
- (BOOL)gestureRecognizerShouldBegin:(UIGestureRecognizer *)gestureRecognizer
{
if ([gestureRecognizer isKindOfClass:[UIPinchGestureRecognizer class]]) {
beginGestureScale = effectiveScale ? effectiveScale : 1.0;
}
return YES;
}
Well, since that things are screwed up: it glitches as the hell!
What could I do there?

Striped Lines appear out of nowhere

I am trying to code a routine that would allow me to create a UIImage that is a rectangle filled with stripes on a gradient background.
My code is below and works fine for most of the cases I tried it out. Interestingly, and this is the hook, it doesn't work when I pass it 21 as height and 5 as stripedWidth.
Once I do this, the stripes appear as they should... horizontally.. but vertically they start at like (y=) -40 and end at about (y=) 4 or so. To see this better, each this image showing the effect in question:
Has anyone any idea why this is happening, or even better, what I can do against it?
-(UIImage*) stripedTextureWithStartingColor:(UIColor*) startColor withEndingColor:(UIColor*) endColor withHeight:(NSUInteger) height withStripeWidth:(NSUInteger) stripeWidth withStripeColor:(UIColor*) stripedColor {
CGSize size = CGSizeMake(2 * stripeWidth, height);
UIGraphicsBeginImageContext(size);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSaveGState(context);
#try {
CGContextSetAllowsAntialiasing(context, true);
CGContextSetShouldAntialias(context, true);
NSArray* colors = [NSArray arrayWithObjects:(id) startColor.CGColor, (id) endColor.CGColor, nil];
CGFloat locations[2];
locations[0] = 0.0;
locations[1] = 1.0;
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGGradientRef gradient = CGGradientCreateWithColors(colorSpace, (__bridge CFArrayRef) colors, locations);
CGColorSpaceRelease(colorSpace);
CGContextDrawLinearGradient(context, gradient, CGPointZero, CGPointMake(0, size.height - 1), 0);
CGGradientRelease(gradient);
CGContextFillPath(context);
int lineWidth = (int) stripeWidth;
CGContextSetLineWidth(context, lineWidth / 2);
int lineCount = (float) size.height / (float) lineWidth;
lineCount -= 2;
for (int i=0; i<lineCount; i++) {
CGContextSetStrokeColorWithColor(context, stripedColor.CGColor);
float x1 = -size.height + i * 2 * lineWidth - lineWidth;
float y1 = size.height - 1 + lineWidth;
float x2 = -size.height + i * 2 * lineWidth + size.height - lineWidth;
float y2 = -lineWidth;
CGContextMoveToPoint(context, x1, y1);
CGContextAddLineToPoint(context, x2, y2);
CGContextStrokePath(context);
}
UIColor* lineTopColor = [[UIColor whiteColor] colorWithAlphaComponent:0.9];
UIColor* lineBottomColor = [[UIColor darkGrayColor] colorWithAlphaComponent:0.5];
CGContextSetStrokeColorWithColor(context, lineTopColor.CGColor);
CGContextMoveToPoint(context, 0, 0);
CGContextAddLineToPoint(context, size.width + 1, 0);
CGContextStrokePath(context);
CGContextSetStrokeColorWithColor(context, lineBottomColor.CGColor);
CGContextMoveToPoint(context, 0, size.height - 1);
CGContextAddLineToPoint(context, size.width + 1, size.height - 1);
CGContextStrokePath(context);
}
#finally {
CGContextRestoreGState(context);
}
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;
}
Found it, my algorithm was slightly incorrect with the starting of the lines

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