I try to hexagon and I have some issue in the close path.
Here is my hexagon, and the close path is not smooth.
Here is my drawing code
CAShapeLayer* shapeLayer = [CAShapeLayer layer];
UIBezierPath* path = [UIBezierPath bezierPath];
// [path setLineJoinStyle:kCGLineJoinRound];
// [path setLineJoinStyle:kCGLineJoinBevel];
[path setLineJoinStyle:kCGLineJoinMiter];
// CGFloat dashes[] = {6, 2};
// [path setLineDash:dashes count:2 phase:0];
// [path stroke];
CGFloat radians = 100.0;
NSInteger num = 6;
CGFloat interval = 2*M_PI/num;
NSInteger initX = radians*cosf(interval);
NSInteger initY = radians*sinf(interval);
[path moveToPoint:CGPointMake(location.x - semiWidth + initX, location.y - semiHeight + initY)];
for(int i=1; i<=num; i++){
CGFloat x = radians*cosf(i*interval);
CGFloat y = radians*sinf(i*interval);
[path addLineToPoint:CGPointMake(location.x - semiWidth + x, location.y - semiHeight + y)];
}
[path closePath];
shapeLayer.path = [path CGPath];
shapeLayer.strokeColor = [[UIColor yellowColor] CGColor];
shapeLayer.fillColor = [[UIColor brownColor] CGColor];
shapeLayer.lineWidth = 4.0f;
Also I try to use different options as following with no luck
[path setLineJoinStyle:kCGLineJoinRound];
[path setLineJoinStyle:kCGLineJoinBevel];
[path setLineJoinStyle:kCGLineJoinMiter];
The problem is that you're not making your first point (the point you move-to) the same way you're making your other points (the points you line-to).
NSInteger initX = radians*cosf(interval);
NSInteger initY = radians*sinf(interval);
[path moveToPoint:CGPointMake(
location.x - semiWidth + initX, location.y - semiHeight + initY)];
Instead, make the first point completely parallel with the others:
CGFloat x = radians*cosf(0*interval);
CGFloat y = radians*sinf(0*interval);
[path moveToPoint:CGPointMake(
location.x - semiWidth + x, location.y - semiHeight + y)];
That's exactly the same as what you'll do later with i*interval, and to emphasize that parallelism, I've written 0 as 0*interval. Here's what I ended up with:
Related
Is it possible to draw a path around the visible part of a UIBezierPath?
Here's an example of my problem
Here's what I'd like to accomplish
Here's what I got so far:
- (void)drawRect:(CGRect)rect {
CGFloat side = MIN(rect.size.width, rect.size.height);
CGPoint center = CGPointMake(rect.size.width / 2.0f, rect.size.height / 2.0f);
UIColor *yinYangColor = [UIColor whiteColor];
UIBezierPath *yinYangPath = [UIBezierPath bezierPath];
// Draw Yin&Yang part
[yinYangPath addArcWithCenter:CGPointMake(center.x, center.y - side / 4.0f) radius:side / 4.0f startAngle:M_PI_2 endAngle:-M_PI_2 clockwise:YES];
[yinYangPath addArcWithCenter:CGPointMake(center.x, center.y + side / 4.0f) radius:side / 4.0f startAngle:M_PI_2 endAngle:-M_PI_2 clockwise:NO];
[yinYangPath addArcWithCenter:CGPointMake(center.x, center.y) radius:side / 2.0f startAngle:-M_PI_2 endAngle:M_PI_2 clockwise:YES];
[yinYangPath closePath];
[yinYangColor setFill];
[yinYangPath fill];
// Add border
CAShapeLayer *borderLayer = [[CAShapeLayer alloc] init];
borderLayer.path = yinYangPath.CGPath;
borderLayer.fillColor = [UIColor clearColor].CGColor;
borderLayer.strokeColor = [UIColor blackColor].CGColor;
borderLayer.lineWidth = 5.0f;
[self.layer addSublayer:borderLayer];
}
The angle π/2 radians is along the positive y axis.
In standard UIKit geometry, the positive y axis points down toward the bottom of the screen. Therefore the top arc (at center.y - side/4) needs to start at angle -π/2 and end at angle π/2. Since you got these backward, your second arc doesn't start where your first arc ended, so your path contains a straight line connecting those points. Ditto for your second and third arcs. The single straight line visible in your image is actually the combination of those two lines.
Also, incidentally, the rect passed to drawRect: is in theory not necessarily the bounds of the view. It's better not to treat it as such.
Also also, you shouldn't add sublayers in drawRect:. You should do that in init or layoutSubviews and you should make sure you don't duplicate layers. I guess maybe you're using a CAShapeLayer because you don't want the border cut off. I would solve that by insetting the view bounds by the border width:
- (void)drawRect:(CGRect)dirtyRect {
CGFloat lineWidth = 4;
CGRect rect = CGRectInset(self.bounds, lineWidth / 2, lineWidth / 2);
CGFloat side = MIN(rect.size.width, rect.size.height);
CGPoint center = CGPointMake(CGRectGetMidX(rect), CGRectGetMidY(rect));
UIBezierPath *path = [UIBezierPath bezierPath];
CGFloat smallRadius = side / 4;
[path addArcWithCenter:CGPointMake(center.x, center.y - smallRadius) radius:smallRadius startAngle:-M_PI_2 endAngle:M_PI_2 clockwise:NO];
[path addArcWithCenter:CGPointMake(center.x, center.y + smallRadius) radius:smallRadius startAngle:-M_PI_2 endAngle:M_PI_2 clockwise:YES];
[path addArcWithCenter:center radius:side / 2 startAngle:M_PI_2 endAngle:-M_PI_2 clockwise:NO];
[path closePath];
[path setLineJoinStyle:kCGLineJoinRound];
[path setLineWidth:lineWidth];
[[UIColor whiteColor] setFill];
[path fill];
[[UIColor blackColor] setStroke];
[path stroke];
}
Result:
If you want the bottom tip to be more pointy, I would do that by clipping all drawing to the path, then drawing the border twice as thick. Half the border will be drawn outside the path and clipped away, leaving a sharp point. In this case, you don't have to inset the bounds.
- (void)drawRect:(CGRect)dirtyRect {
CGFloat lineWidth = 4 * 2;
CGRect rect = self.bounds;
CGFloat side = MIN(rect.size.width, rect.size.height);
CGPoint center = CGPointMake(CGRectGetMidX(rect), CGRectGetMidY(rect));
UIBezierPath *path = [UIBezierPath bezierPath];
CGFloat smallRadius = side / 4;
[path addArcWithCenter:CGPointMake(center.x, center.y - smallRadius) radius:smallRadius startAngle:-M_PI_2 endAngle:M_PI_2 clockwise:NO];
[path addArcWithCenter:CGPointMake(center.x, center.y + smallRadius) radius:smallRadius startAngle:-M_PI_2 endAngle:M_PI_2 clockwise:YES];
[path addArcWithCenter:center radius:side / 2 startAngle:M_PI_2 endAngle:-M_PI_2 clockwise:NO];
[path closePath];
[path setLineJoinStyle:kCGLineJoinRound];
[path addClip];
[path setLineWidth:lineWidth];
[[UIColor whiteColor] setFill];
[path fill];
[[UIColor blackColor] setStroke];
[path stroke];
}
Result:
I have used a scrollView in my page in order to display maximum 10 Images. Images are displayed in a hexagonal shape but not in the shape i want. Now it looks like current hex shape
but i need to show like this- hex shape i need
I am posting my code below. Please anyone can guide me.
-(CAShapeLayer*)ChangeShape:(UIView*)view
{
CAShapeLayer *maskLayer = [CAShapeLayer layer];
maskLayer.fillRule = kCAFillRuleEvenOdd;
maskLayer.frame = view.bounds;
CGFloat width = view.frame.size.width;
CGFloat height = view.frame.size.height;
CGFloat hPadding = width * 1 / 8 / 2;
UIGraphicsBeginImageContext(view.frame.size);
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:CGPointMake(width/2, 0)];
[path addLineToPoint:CGPointMake(width - hPadding, height / 4)];
[path addLineToPoint:CGPointMake(width - hPadding, height * 3 / 4)];
[path addLineToPoint:CGPointMake(width / 2, height)];
[path addLineToPoint:CGPointMake(hPadding, height * 3 / 4)];
[path addLineToPoint:CGPointMake(hPadding, height / 4)];
[path closePath];
[path closePath];
[path fill];
[path stroke];
maskLayer.path = path.CGPath;
UIGraphicsEndImageContext();
return maskLayer;
}
Change your ChangeShape function like this
-(CAShapeLayer*)ChangeShape:(UIView*)view{
CAShapeLayer *maskLayer = [CAShapeLayer layer];
maskLayer.fillRule = kCAFillRuleEvenOdd;
maskLayer.frame = view.bounds;
CGFloat width = view.frame.size.width;
CGFloat height = view.frame.size.height;
CGFloat hPadding = width * 1 / 8 / 2;
UIGraphicsBeginImageContext(view.frame.size);
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:CGPointMake(0, height / 2)];
[path addLineToPoint:CGPointMake(width / 4 , hPadding)];
[path addLineToPoint:CGPointMake(width * 3 / 4, hPadding)];
[path addLineToPoint:CGPointMake(width, height / 2)];
[path addLineToPoint:CGPointMake(width * 3 / 4, height - hPadding)];
[path addLineToPoint:CGPointMake(width / 4, height - hPadding)];
[path closePath];
[path fill];
[path stroke];
maskLayer.path = path.CGPath;
UIGraphicsEndImageContext();
return maskLayer;
}
The code below is drawing me a circle, how can I modify the existing code to draw a triangle instead?
_colorDotLayer = [CALayer layer];
CGFloat width = self.bounds.size.width-6;
_colorDotLayer.bounds = CGRectMake(0, 0, width, width);
_colorDotLayer.allowsGroupOpacity = YES;
_colorDotLayer.backgroundColor = self.annotationColor.CGColor;
_colorDotLayer.cornerRadius = width/2;
_colorDotLayer.position = CGPointMake(self.bounds.size.width/2, self.bounds.size.height/2);
While there are shown several Core Graphics solution, I want to add a Core Animation based solution.
- (void)viewDidLoad
{
[super viewDidLoad];
UIBezierPath* trianglePath = [UIBezierPath bezierPath];
[trianglePath moveToPoint:CGPointMake(0, view3.frame.size.height-100)];
[trianglePath addLineToPoint:CGPointMake(view3.frame.size.width/2,100)];
[trianglePath addLineToPoint:CGPointMake(view3.frame.size.width, view2.frame.size.height)];
[trianglePath closePath];
CAShapeLayer *triangleMaskLayer = [CAShapeLayer layer];
[triangleMaskLayer setPath:trianglePath.CGPath];
UIView *view = [[UIView alloc] initWithFrame:CGRectMake(0,0, size.width, size.height)];
view.backgroundColor = [UIColor colorWithWhite:.75 alpha:1];
view.layer.mask = triangleMaskLayer;
[self.view addSubview:view];
}
code based on my blog post.
#implementation TriangleView {
CAShapeLayer *_colorDotLayer;
}
- (void)layoutSubviews {
[super layoutSubviews];
if (_colorDotLayer == nil) {
_colorDotLayer = [CAShapeLayer layer];
_colorDotLayer.fillColor = self.annotationColor.CGColor;
[self.layer addSublayer:_colorDotLayer];
}
CGRect bounds = self.bounds;
CGFloat radius = (bounds.size.width - 6) / 2;
CGFloat a = radius * sqrt((CGFloat)3.0) / 2;
CGFloat b = radius / 2;
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:CGPointMake(0, -radius)];
[path addLineToPoint:CGPointMake(a, b)];
[path addLineToPoint:CGPointMake(-a, b)];
[path closePath];
[path applyTransform:CGAffineTransformMakeTranslation(CGRectGetMidX(bounds), CGRectGetMidY(bounds))];
_colorDotLayer.path = path.CGPath;
}
- (void)awakeFromNib {
[super awakeFromNib];
self.annotationColor = [UIColor redColor];
}
#end
Result:
I think is more easy than this solutions:
UIBezierPath *path = [UIBezierPath new];
[path moveToPoint:(CGPoint){20, 0}];
[path addLineToPoint:(CGPoint){40, 40}];
[path addLineToPoint:(CGPoint){0, 40}];
[path addLineToPoint:(CGPoint){20, 0}];
// Create a CAShapeLayer with this triangular path
// Same size as the original imageView
CAShapeLayer *mask = [CAShapeLayer new];
mask.frame = self.viewTriangleCallout.bounds;
mask.path = path.CGPath;
This is my white triangle:
You can change points or rotate if you want:
UIBezierPath *path = [UIBezierPath new];
[path moveToPoint:(CGPoint){0, 0}];
[path addLineToPoint:(CGPoint){40, 0}];
[path addLineToPoint:(CGPoint){20, 20}];
[path addLineToPoint:(CGPoint){0, 0}];
// Create a CAShapeLayer with this triangular path
// Same size as the original imageView
CAShapeLayer *mask = [CAShapeLayer new];
mask.frame = self.viewTriangleCallout.bounds;
mask.path = path.CGPath;
Example code, it is based on this SO Answer which draws stars:
#implementation TriangleView
-(void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
int sides = 3;
double size = 100.0;
CGPoint center = CGPointMake(160.0, 100.0);
double radius = size / 2.0;
double theta = 2.0 * M_PI / sides;
CGContextMoveToPoint(context, center.x, center.y-radius);
for (NSUInteger k=1; k<sides; k++) {
float x = radius * sin(k * theta);
float y = radius * cos(k * theta);
CGContextAddLineToPoint(context, center.x+x, center.y-y);
}
CGContextClosePath(context);
CGContextFillPath(context); // Choose for a filled triangle
// CGContextSetLineWidth(context, 2); // Choose for a unfilled triangle
// CGContextStrokePath(context); // Choose for a unfilled triangle
}
#end
Use UIBezeierPaths
CGFloat radius = 20;
CGMutablePathRef path = CGPathCreateMutable();
CGPathMoveToPoint(path, NULL, (center.x + bottomLeft.x) / 2, (center.y + bottomLeft.y) / 2);
CGPathAddArcToPoint(path, NULL, bottomLeft.x, bottomLeft.y, bottomRight.x, bottomRight.y, radius);
CGPathAddArcToPoint(path, NULL, bottomRight.x, bottomRight.y, center.x, center.y, radius);
CGPathAddArcToPoint(path, NULL, center.x, center.y, bottomLeft.x, bottomLeft.y, radius);
CGPathCloseSubpath(path);
UIBezierPath *bezierPath = [UIBezierPath bezierPathWithCGPath:path];
CGPathRelease(path);
i try to draw a circle for a given percent value (like if i have 25% i just draw a quarter of the circle). At the moment im just able to draw a full circle within my view. Any ideas to my problem?
Code atm:
- (UIBezierPath *)makeCircleAtLocation:(CGPoint)location radius:(CGFloat)radius
{
self.circleCenter = location;
self.circleRadius = radius;
UIBezierPath *path = [UIBezierPath bezierPath];
[path addArcWithCenter:self.circleCenter
radius:self.circleRadius
startAngle:0.0
endAngle:M_PI * 2.0
clockwise:YES];
return path;
}
- (void)drawCircleForLocation{
CGPoint location = CGPointZero;
location.x = self.frame.size.width/2;
location.y = self.frame.size.height/2;
CAShapeLayer *shapeLayer = [CAShapeLayer layer];
shapeLayer.path = [[self makeCircleAtLocation:location radius:9] CGPath];
shapeLayer.strokeColor = [[UIColor whiteColor] CGColor];
shapeLayer.fillColor = nil;
shapeLayer.lineWidth = 1.5;
[self.layer addSublayer:shapeLayer];
}
2 Pi RAD = 360° = full circle.
25% of circle = 2 PI * 25%
- (UIBezierPath *)makeCircleAtLocation:(CGPoint)location radius:(CGFloat)radius percent:(CGFloat)percent
{
self.circleCenter = location; //????
self.circleRadius = radius; //????
UIBezierPath *path = [UIBezierPath bezierPath];
[path addArcWithCenter:location
radius:radius
startAngle:0.0
endAngle:((M_PI * 2.0) * percent)
clockwise:YES];
[path addLineToPoint:location];
[path closePath];
return path;
}
I expected to find the answer to this question easily, but, unfortunately, my search produced no results. How to draw such a circle in iOS?
I ended up using UIBezierPath. This is how i draw the given circle:
CGFloat DegreesToRadians(CGFloat degrees)
{
return degrees * M_PI / 180;
};
- (void)drawRect:(CGRect)rect
{
CGFloat radius = 70;
CGPoint center = CGPointMake(90 + radius, 170 + radius);
CGFloat start = DegreesToRadians(-90), end;
NSArray *angles = #[#"0", #"60", #"-90"];
NSArray *colors = #[[UIColor yellowColor], [UIColor blueColor], [UIColor redColor]];
int col_counter = 0;
for (NSString *angle in angles)
{
CGFloat value = [angle floatValue];
end = DegreesToRadians(value);
CGPoint next;
next.x = center.x + radius * cos(start);
next.y = center.y + radius * sin(start);
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:center];
[path addLineToPoint:next];
[path addArcWithCenter:center radius:radius startAngle:start endAngle:end clockwise:YES];
[path addLineToPoint:center];
UIColor *color = colors[col_counter];
[color set];
[path fill];
col_counter++;
start = end;
}
}
Using Andrey's answer I was able to add a short piece of code after the loop to add a white circle in the middle to create what looks like a white circle with a thick, multi-coloured border.
end = DegreesToRadians(360);
start = DegreesToRadians(-90);
int width = 10; // thickness of the circumference
radius -= width;
CGPoint next;
next.x = center.x + radius * cos(start);
next.y = center.y + radius * sin(start);
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:center];
[path addLineToPoint:next];
[path addArcWithCenter:center radius:radius startAngle:start endAngle:end clockwise:YES];
[path addLineToPoint:center];
UIColor *color = [UIColor whiteColor];
[color set];
[path fill];