iOS - Drawing pencil stroke for iPhone app - ios

I'm working on a Drawing application where I need to achieve pencil effect similar to Apple notes app.
So I subclasses the UIView and write the following code.
CGPoint midPoint(CGPoint p1, CGPoint p2)
{
return CGPointMake((p1.x + p2.x) * 0.5, (p1.y + p2.y) * 0.5);
}
#interface DrawingView () {
CGPoint currentPoint;
CGPoint previousPoint1;
CGPoint previousPoint2;
CGMutablePathRef path;
}
#end
#implementation DrawingView
- (id)init
{
self = [super init];
if (self != nil) {
path = CGPathCreateMutable();
}
return self;
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
previousPoint1 = [touch previousLocationInView:self];
currentPoint = [touch locationInView:self];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
previousPoint2 = previousPoint1;
previousPoint1 = [touch previousLocationInView:self];
currentPoint = [touch locationInView:self];
CGPoint mid1 = midPoint(previousPoint1, previousPoint2);
CGPoint mid2 = midPoint(currentPoint, previousPoint1);
CGMutablePathRef subpath = CGPathCreateMutable();
CGPathMoveToPoint(subpath, NULL, mid1.x, mid1.y);
CGPathAddQuadCurveToPoint(subpath, NULL, previousPoint1.x, previousPoint1.y, mid2.x, mid2.y);
CGRect bounds = CGPathGetBoundingBox(subpath);
CGPathAddPath(path, NULL, subpath);
CGPathRelease(subpath);
[self setNeedsDisplayInRect:bounds];
}
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextAddPath(context, path);
CGContextSetLineCap(context, kCGLineCapRound);
CGContextSetLineWidth(context, 5.0f);
CGContextSetStrokeColorWithColor(context, [UIColor lightGrayColor].CGColor);
CGContextSetBlendMode(context, kCGBlendModeNormal);
CGContextSetAlpha(context, 1.0f);
CGContextStrokePath(context);
}
This works fine and it produces the output like the following.
But I need the output like the following picture. Similar to Apple Notes app.
Any ideas how to achieve this.

Download the pencil texture and set this image as your CGContext stroke color.
private var pencilTexture = UIColor(patternImage: UIImage(named: "pencil_texture")!)
ctx.setStrokeColor(pencilTexture.cgColor)

Related

Creating an ios paint application

I'm trying to create a simple paint app.
- (void)handleSingleTap:(UIPanGestureRecognizer *)recognizer
{
CGPoint location = [recognizer locationInView:[recognizer.view superview]];
NSLog(#"Test");
CGFloat ok = 40;
self.sheet.test = ok;
[self.sheet addPoint: location];
//Do stuff here...
}
This function draws lines but when I lift up my finger and replace it there is a "straight line" from the last point to the next one. How can I skip this?
Try controlling it using UIGestureRecognizerStateEnded
if(recognizer.state == UIGestureRecognizerStateEnded){
//Drawing Ends.
isDrawn = NO;
}
with your comments, I understood that you are controlling your line drawing method with a variable isDrawn.
if(recognier.state == UIGestureStateBegan){
[self moveToPoint:point]; // declare the point variable in the header file.
isDrawn = YES;
//Drawing Starts
}
Hope below code snippet helps
typedef NS_ENUM(NSInteger, PenType){
kPenTypeGreen,
kPenTypeCyan,
kPenTypeRed,
kPenTypePurple,
kPenTypeErase
};
#interface MCStylus() {
PenType penType;
CGPoint lastPoint;
CGPoint secondLastPoint;
NSInteger currentStylistPageIndex;
NSMutableArray *arrayOfStylistImages;
}
#property (nonatomic, strong) IBOutlet UIImageView *handwritingView;
#property (nonatomic, strong) UIImageView *drawImage;
- (void)initializeUI {
arrayOfStylistImages = [[NSMutableArray alloc] init];
[arrayOfStylistImages addObject:[[UIImage alloc] init]];
self.drawImage = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, self.handwritingView.frame.size.width, self.handwritingView.frame.size.height)];
self.drawImage.userInteractionEnabled = true;
self.handwritingView.backgroundColor = [UIColor whiteColor];
self.handwritingView.layer.cornerRadius = 5.0f;
self.handwritingView.layer.borderColor = [UIColor colorWithWhite:230.0f/255.0f alpha:1.0].CGColor;
self.handwritingView.layer.borderWidth = 2.0f;
self.handwritingView.clipsToBounds = true;
[self.handwritingView addSubview:self.drawImage];
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[super touchesBegan:touches withEvent:event];
NSArray *allTouches = [touches allObjects];
int count = [allTouches count];
if(count==1){
UITouch *touch = [touches anyObject];
lastPoint = [touch locationInView:self.handwritingView];
secondLastPoint = lastPoint;
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
[super touchesMoved:touches withEvent:event];
NSArray *allTouches = [touches allObjects];
int count = [allTouches count];
if(count==1){
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self.handwritingView];
UIGraphicsBeginImageContext(self.handwritingView.frame.size);
if(self.drawImage.image!=NULL)
[self.drawImage.image drawInRect:CGRectMake(0, 0, self.handwritingView.frame.size.width, self.handwritingView.frame.size.height)];
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 2.0);
switch (penType) {
case kPenTypeGreen:
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 0.0, 1.0, 0.0, 1.0);
break;
case kPenTypeCyan:
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 0.0, 0.0, 1.0, 1.0);
break;
case kPenTypeRed:
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 1.0, 0.0, 0.0, 1.0);
break;
case kPenTypePurple:
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 0.5, 0.2, 0.3, 1.0);
break;
case kPenTypeErase:
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 6.0 * (self.handwritingView.frame.size.height/350));
CGContextSetBlendMode(UIGraphicsGetCurrentContext(),kCGBlendModeClear);
CGContextSetStrokeColorWithColor(UIGraphicsGetCurrentContext(),[UIColor clearColor].CGColor);
break;
default:
break;
}
CGPoint mid1 = CGPointMake((lastPoint.x+secondLastPoint.x)/2, (lastPoint.y + secondLastPoint.y)/2);
CGPoint mid2 = CGPointMake((lastPoint.x+currentPoint.x)/2, (lastPoint.y+currentPoint.y)/2);
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), mid1.x, mid1.y);
CGContextAddQuadCurveToPoint(UIGraphicsGetCurrentContext(),lastPoint.x, lastPoint.y,mid2.x,mid2.y);
CGContextStrokePath(UIGraphicsGetCurrentContext());
self.drawImage.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
secondLastPoint = lastPoint;
lastPoint = currentPoint;
}
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
[super touchesEnded:touches withEvent:event];
if(self.drawImage.image!=NULL)
[arrayOfStylistImages replaceObjectAtIndex:currentStylistPageIndex withObject:self.drawImage.image];
}

How to erase part of UIImageView with finger?

Basically I just want to make an eraser just like in Paint. I want to erase parts of a UIImageView just with my finger. I use the following code, however, it erases only with small strokes, while I want it to erase until I pull my finger off:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
lastTouch = [touch locationInView:bg];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
CGFloat brushSize = 35;
CGColorRef strokeColor = [UIColor clearColor].CGColor;
UITouch *touch = [touches anyObject];
currentTouch = [touch locationInView:bg];
UIGraphicsBeginImageContext(bg.frame.size);
CGContextRef context2 = UIGraphicsGetCurrentContext();
[bg.image drawInRect:CGRectMake(0, 0, bg.frame.size.width, bg.frame.size.height)];
CGContextSetLineCap(context2, kCGLineCapRound);
CGContextSetLineWidth(context2, brushSize);
CGContextSetStrokeColorWithColor(context2, strokeColor);
CGContextSetBlendMode(context2, kCGBlendModeClear);
CGContextBeginPath(context2);
CGContextMoveToPoint(context2, lastTouch.x, lastTouch.y);
CGContextAddLineToPoint(context2, currentTouch.x, currentTouch.y);
CGContextStrokePath(context2);
bg.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
lastTouch = currentTouch;
}
How should I change my code?

How to allow users to draw throughout my app?

I have implemented the following code which allows the user to draw on an imageView. I would like to implement this throughout my app but would prefer not to keep copying and pasting.
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
pointCurrent = [touch locationInView:self.view];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint pointNext = [touch locationInView:self.view];
UIGraphicsBeginImageContext(drawImage.frame.size);
[drawImage.image drawInRect:CGRectMake(0, 0, drawImage.frame.size.width, drawImage.frame.size.height)];
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 2.0);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), red, green, 0.0, 1.0);
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), pointCurrent.x, pointCurrent.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), pointNext.x, pointNext.y);
CGContextStrokePath(UIGraphicsGetCurrentContext());
drawImage.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
pointCurrent = pointNext;
}
So far I have tried to create a category but I'm unsure if this is the right way to go about it. Do I make a custom method and try to call that in the other classes or am I barking up the wrong tree? Thanks in advance for taking the time to read this question.
I modified your code a little, because I was getting that same error that you mention in your comment. This code worked for me.
#interface RDImageView ()
#property (nonatomic) CGPoint pointCurrent;
#end
#implementation RDImageView
-(instancetype)initWithCoder:(NSCoder *)aDecoder {
if (self = [super initWithCoder:aDecoder]) {
self.userInteractionEnabled = YES;
self.backgroundColor = [UIColor blueColor];
}
return self;
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
self.pointCurrent = [touch locationInView:self];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint pointNext = [touch locationInView:self];
UIGraphicsBeginImageContext(self.frame.size);
[self.image drawInRect:self.bounds];
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 2.0);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 1,1, 0.0, 1.0);
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), self.pointCurrent.x, self.pointCurrent.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), pointNext.x, pointNext.y);
CGContextStrokePath(UIGraphicsGetCurrentContext());
self.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
self.pointCurrent = pointNext;
}

how to space apart circle dots after drawing

user touch and drag on top of image
i had this code that will give me circle after drawing but how do i space apart them ?
//UIView CircleView
- (void) touchesBegan:(NSSet *) touches withEvent:(UIEvent *) event
{
NSLog(#"started");
// Initialize a new path for the user gesture
self.path = [UIBezierPath bezierPath];
self.path.lineWidth = 4.0f;
self.whiteCircleArray = [[NSMutableArray alloc]init];
UITouch *touch = [touches anyObject];
[self.path moveToPoint:[touch locationInView:self]];
self.touchedEnded = FALSE;
}
- (void) touchesMoved:(NSSet *) touches withEvent:(UIEvent *) event
{
// Add new points to the path
NSLog(#"Moved");
UITouch *touch = [touches anyObject];
//NSLog(#"[touch locationInView:self] %#",NSStringFromCGPoint([touch locationInView:self]));
[self.whiteCircleArray addObject: NSStringFromCGPoint([touch locationInView:self])];
[self.path addLineToPoint:[touch locationInView:self]];
//double startAngle = RADIANS(0);
//double endAngle = RADIANS(360);
// if ([touch locationInView:self].x <=200 )
// {
// [self.path addArcWithCenter:[touch locationInView:self] radius:LARGE_RADIUS startAngle:startAngle endAngle:endAngle clockwise:NO];
// }
// else if ([touch locationInView:self].x >=120 )
// {
// [self.path addArcWithCenter:[touch locationInView:self] radius:SMALL_RADIUS startAngle:startAngle endAngle:endAngle clockwise:NO];
// }
//[self.path addArcWithCenter:[touch locationInView:self] radius:BIG_RADIUS startAngle:startAngle endAngle:endAngle clockwise:NO];
//[self.path addArcWithCenter:[touch locationInView:self] radius:MIDDIUM_RADIUS startAngle:startAngle endAngle:endAngle clockwise:NO];
[self setNeedsDisplay];
}
- (void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
NSLog(#"ended");
UITouch *touch = [touches anyObject];
//[self.path addLineToPoint:[touch locationInView:self]];
self.locationOfTouch =[touch locationInView:self];
self.touchedEnded = TRUE;
//NSLog(#"white circle pos %#",self.whiteCircleArray);
for(NSString *p in self.whiteCircleArray)
{
CGPoint point = CGPointFromString(p);
NSLog(#"X=%0.1f Y=%0.1f",point.x,point.x);
}
[self setNeedsDisplay];
}
- (void) touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event
{
NSLog(#"cancelled");
[self touchesEnded:touches withEvent:event];
}
-(void)drawTouchCircle
{
CGContextRef ctx= UIGraphicsGetCurrentContext();
CGContextSaveGState(ctx);
CGContextSetLineWidth(ctx,1);
CGContextSetRGBFillColor(ctx, 55.0/255, 255.0/255.0, 5.0/255.0, 1.0);
CGContextSetRGBStrokeColor(ctx,0.0/255,0.0/255,0.0/255,1.0);
for(NSString *p in self.whiteCircleArray)
{
CGPoint point = CGPointFromString(p);
NSLog(#"X=%0.1f Y=%0.1f",point.x,point.x);
CGContextAddArc(ctx, point.x, point.y, LARGE_RADIUS, 0, M_PI*2, YES);
CGContextFillPath(ctx);
CGContextStrokePath(ctx);
}
}
- (void) drawRect:(CGRect)rect
{
// Draw the path
NSLog(#"drawRect");
if (self.touchedEnded)
{
[self drawTouchCircle];
}
else
{
UIColor *strokeColor = [UIColor redColor];
[strokeColor setStroke];
[self.path stroke];
}
// [self.path fill];
//[self.path closePath];
}
Put a distance check in your algo... CGPoint diff = {p2.x - p1.x, p2.y - p1.y} If the diff is greater than , add a new point.

How can I draw a dot on the screen on touchesEnded using UIBezierpath

Can someone here please show me how to draw a single dot using UIBezierpath? I am able to draw a line using the UIBezierpath but if I remove my finger and put it back and then remove nothing get drawn on the screen.
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint p = [touch locationInView:self];
[pPath moveToPoint:p];
[pPath stroke];
[self setNeedsDisplay];
}
- (void)drawRect:(CGRect)rect
{
[pPath stroke];
}
Your path doesn't include any line or curve segments to be stroked.
Try this instead:
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
CGPoint p = [touches.anyObject locationInView:self];
static CGFloat const kRadius = 3;
CGRect rect = CGRectMake(p.x - kRadius, p.y - kRadius, 2 * kRadius, 2 * kRadius);
pPath = [UIBezierPath bezierPathWithOvalInRect:rect];
[self setNeedsDisplay];
}
- (void)drawRect:(CGRect)rect {
[[UIColor blackColor] setFill];
[pPath fill];
}
I used this code:
-(void)handleTap:(UITapGestureRecognizer*)singleTap {
//draw dot on screen
CGPoint tapPoint = [singleTap locationInView:self];
[bezierPath_ moveToPoint:tapPoint];
[bezierPath_ addLineToPoint:tapPoint];
[self setNeedsDisplay];
}

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