CGContextMoveToPoint moves to wrong position - ios

I'm new to core graphics and I'm struggling with a simple task of putting a sweeping circle inside a square. The outcome I got looks like this:
The circle won't appear at the center of the square, and the size of the circle appears much smaller than I specified.
Below is my drawRect method for drawing the circle. I have put the printed-out variable values while debugging in the comments for your convenience. I also printed out the value passed to initWithFrame: frame=(0 0; 256 256). The frame is the orange square you see in the picture.
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
CGFloat midX = CGRectGetMidX(self.bounds); // bounds = (0 0; 256 256); midX = 128
CGFloat midY = CGRectGetMidY(self.bounds); // midY = 128
CGFloat radius = midY - 4; // radius = 124
// Outer grey pie
[endColor setFill];
CGContextMoveToPoint(context, midX, midY); // move to center
CGContextAddEllipseInRect(context, CGRectMake(midX - radius, midY - radius, radius * 2, radius * 2)); // adds a circle of radius = square_side_length - 4
CGContextFillPath(context); // fill the circle above with grey
// Show the clock
NSTimeInterval seconds = [[NSDate date] timeIntervalSince1970];
CGFloat mod = fmod(seconds, self.period);
CGFloat percent = mod / self.period;
[fillColor setFill];
CGFloat start = -M_PI_2;
CGFloat end = 2 * M_PI;
CGFloat sweep = end * percent + start;
CGContextMoveToPoint(context, midX, midY);
CGContextAddArc(context, midX, midY, radius, start, sweep, 0); // radius = square_side_length - 24
CGContextFillPath(context);
// Innermost white pie
radius -= 50; // radius = square_side_length - 54
[bgColor setFill]; // white
CGContextMoveToPoint(context, midX, midY);
CGContextAddEllipseInRect(context, CGRectMake(midX - radius, midY - radius, radius * 2, radius * 2));
CGContextFillPath(context);
}
And below is the code that adds the clock to its superview:
clock = [[ProgressClock alloc] initWithFrame:self.clockHolder.bounds // bounds=[0 0; 256 256]
period:[TOTPGenerator defaultPeriod]
bgColor:[UIColor whiteColor]
strokeColor:[UIColor colorWithWhite:0 alpha:0.2]
fillColor:[UIColor blueColor]
endColor:[UIColor grayColor]
shade:NO];
[self.clockHolder addSubview:clock];
Can anyone spot the mistake I made? Thanks in advance.

Thanks a lot to #originaluser2's comment, I have fixed this issue simply by moving the clock presenting logic from viewDidLoad to viewDidAppear and the clock showed up perfectly. There was nothing wrong with the drawing code I posted; however the auto-layout initialization and the animation of my clock happened in a sequence that gave my drawing canvas a wrong frame. By putting the drawing logic in viewDidAppear, we are guaranteed that all the auto-layout setup has been completed, thus frames are fixed, before continue onto drawing the circle.

Related

Create a semi circle with Core Graphics

I want to create a perfect semi circle at the bottom of my view and now I'm getting just an arc in the top of a rectangle (see attached picture). This is the code I'm using is the following where circularRect is origin = (x = 128, y = 514), size = (width = 64, height = 54)
CGFloat arcHeight = 60.0;
CGRect arcRect = CGRectMake(circularRect.origin.x, circularRect.origin.y + circularRect.size.height - arcHeight, circularRect.size.width, arcHeight);
CGFloat arcRadius = 60;
CGPoint arcCenter = CGPointMake(arcRect.origin.x + arcRect.size.width/2, arcRect.origin.y + arcRadius);
CGFloat angle = acos(arcRect.size.width / (2*arcRadius));
CGFloat startAngle = 270 * M_PI/180 + angle;
CGFloat endAngle = 90 * M_PI/180 - angle;
CGContextAddArc(context, arcCenter.x, arcCenter.y, arcHeight, startAngle, endAngle, 1);
CGContextClip(context);
CGContextClearRect(context, arcRect);
CGContextSetFillColorWithColor(context, [UIColor greenColor].CGColor);
CGContextFillRect( context, arcRect);
What I'm doing wrong? Thanks!
The radius you're supplying to the arc function is too large. Your rectangle width being 64, you can only fit a circle that has a radius of 32 or less in it.

UIBezierPath circle get specific points

I would like to draw one big circle and place some smaller circles as shown in the image below
I draw the big circe in - (void)drawRect:(CGRect)rect
CGFloat rectX = self.frame.size.width / 2;
CGFloat rectY = self.frame.size.height / 2;
CGFloat width = self.frame.size.width-30;
CGFloat height = self.frame.size.width -30;
CGFloat centerX = rectX - width/2;
CGFloat centerY = rectY - height/2;
UIBezierPath *bezierPath = [UIBezierPath bezierPathWithOvalInRect:CGRectMake(centerX, centerY, width, height)];
[[UIColor blackColor] set];
[bezierPath stroke];
Lets say I want to find 10 equally spaced points on the circle in order to draw 10 smaller red circles. Is there any smart solution? Thank you in advance.
The equation for a circle is:
x = cx + r * cos(a)
y = cy + r * sin(a)
where r is the radius, (cx, cy) the origin, and a the angle
you can draw a circle with
(UIBezierPath *)bezierPathWithArcCenter:(CGPoint)center radius:(CGFloat)radius startAngle:(CGFloat)startAngle endAngle:(CGFloat)endAngle clockwise:(BOOL)clockwise
function by using a CGPoint as centre and some value as the radius. You can give start angle and endangle as 0 and 360 for drawing the circle. Choose appropriate radius for the small circle and find the points using the equation mentioned at start and draw the circle

Using Core Graphics from ObjectiveC, how to you curve an arrow around a circle?

Our designer has asked me to recreate this:
Im subclassing UIView, and I've overridden the drawRect command like this:
[super drawRect:frame];
CGFloat x = self.frame.origin.x;
CGFloat y = self.frame.origin.y;
CGFloat w = self.frame.size.width;
CGFloat h = self.frame.size.height;
CGFloat lineWidth = lineWidthRequested;
CGPoint centerPoint = CGPointMake(w/2, h/2);
CGFloat radius = radiusRequested;
CGFloat startAngle = 3 * M_PI / 2;
CGFloat endAngle = startAngle + percentage * 2 * M_PI;
CGMutablePathRef arc = CGPathCreateMutable();
CGPathAddArc(arc, NULL,
centerPoint.x, centerPoint.y,
radius,
startAngle,
endAngle,
NO);
CGPathRef strokedArc = CGPathCreateCopyByStrokingPath(arc, NULL,
lineWidth,
kCGLineCapButt,
kCGLineJoinMiter, // the default
10); // 10 is default miter limit
CGContextRef c = UIGraphicsGetCurrentContext();
CGContextAddPath(c, strokedArc);
CGContextSetFillColorWithColor(c, [UIColor colorWithRed:239/255.0 green:101/255.0 blue:47/255.0 alpha:1.0].CGColor);
CGContextDrawPath(c, kCGPathFill);
What I ended up with is this:
Gotta still draw the arrowhead. Gonna be easy, right?
After struggling to remember my trig, I found rotation of points around a center on this page:
Rotating a point around an origin in VB
But when I tried translation to objective C to draw the arrowhead, I'm getting very odd results. Here's the code further down in drawRect:
CGFloat triangle[3][2] = {{centerPoint.x + 10, h - (centerPoint.y + radius)},
{centerPoint.x, h - (centerPoint.y + radius + lineWidth/2)},
{centerPoint.x, h - (centerPoint.y + radius - lineWidth/2)}};
for (int idx=0;idx < 3; idx++) {
// translate to origin
triangle[idx][0] -= centerPoint.x;
triangle[idx][1] -= centerPoint.y;
}
CGFloat angDistance = endAngle - startAngle;
CGFloat ct = cos(angDistance);
CGFloat st = sin(angDistance);
for (int idx=0;idx < 3; idx++) {
// rotate
triangle[idx][0] = ct * triangle[idx][0] - st * triangle[idx][1];
triangle[idx][1] = -st * triangle[idx][0] + ct * triangle[idx][1];
}
for (int idx=0;idx < 3; idx++) {
// translate back to position
triangle[idx][0] += centerPoint.x;
triangle[idx][1] += centerPoint.y;
}
NSLog(#"Rotating through %g, %06.1f,%06.1f , ct - %g, st - %g",angDistance, triangle[0][0],triangle[0][1],ct, st);
// XXX todo draw the filled triangle at end.
// draw a red triangle, the point of the arrow
CGContextSetFillColorWithColor(c, [[UIColor greenColor] CGColor]);
CGContextMoveToPoint(c, triangle[0][0], triangle[0][1]);
CGContextAddLineToPoint(c, triangle[1][0], triangle[1][1]);
CGContextAddLineToPoint(c, triangle[2][0], triangle[2][1]);
CGContextFillPath(c);
I was expecting that I make these points, then translate them to an origin, rotate, and then translate them back, I'd be laughing.
However, that's not what's happening...as the percentage increases from 0 to 2pi, the arrowhead draws itself in a vaguely triangular route. When the angDistance is zero or pi, the arrowhead is in the right place. As I head towards pi/2 or 3pi/2 though, the arrowhead heads off towards the lower corners of an enclosing rect.
I must be doing something blatantly stupid, but I can't for the life of me see it.
Any ideas?
Thanks,
-Ken
I'd suggest constructing a path for the entire outline of the desired shape and then "fill" that path with the desired color. That eliminates any risk of any gaps or anything not quite lining up.
Thus, this path might consisting of an arc for the outside of the arrow, two lines for the head of the arrow, an arc back for the inside of the arrow, and then close the path. That might look like:
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetFillColorWithColor(context, self.arrowColor.CGColor);
CGPoint center = CGPointMake(rect.size.width / 2.0, rect.size.height / 2.0);
CGContextMoveToPoint(context, center.x + cosf(self.startAngle) * (self.radius + self.lineWidth / 2.0),
center.y + sinf(self.startAngle) * (self.radius + self.lineWidth / 2.0));
CGContextAddArc(context, center.x, center.y, self.radius + self.lineWidth / 2.0, self.startAngle, self.endAngle, !self.clockwise);
CGFloat theta = asinf(self.lineWidth / self.radius / 2.0) * (self.clockwise ? 1.0 : -1.0);
CGFloat pointDistance = self.radius / cosf(theta);
CGContextAddLineToPoint(context, center.x + cosf(self.endAngle + theta) * pointDistance,
center.y + sinf(self.endAngle + theta) * pointDistance);
CGContextAddLineToPoint(context, center.x + cosf(self.endAngle) * (self.radius - self.lineWidth / 2.0),
center.y + sinf(self.endAngle) * (self.radius - self.lineWidth / 2.0));
CGContextAddArc(context, center.x, center.y, self.radius - self.lineWidth / 2.0, self.endAngle, self.startAngle, self.clockwise);
CGContextClosePath(context);
CGContextDrawPath(context, kCGPathFill);
}
The only trick here was coming up with the right point for the end of the arrow. I've improved the choice to handle fatter arrows a little better, but you should feel free to use whatever you feel is best for your application.
Thus, the following code:
self.arrowView.radius = 100;
self.arrowView.arrowColor = [UIColor blueColor];
self.arrowView.lineWidth = 40;
self.arrowView.startAngle = -M_PI_2;
self.arrowView.endAngle = M_PI;
self.arrowView.clockwise = TRUE;
would yield the following (which I'm animating with a CADisplayLink):
This uses the start angle of zero as meaning the "3 o'clock" position, but you can obviously tweak this as you see fit. But hopefully it illustrates one approach to the problem.
By the way, while I've answered the question of how to do this with CoreGraphics, I wouldn't necessarily suggest doing so. For example, in https://github.com/robertmryan/CircularArrowDemo, I don't implement drawRect, but instead update a CAShapeLayer. By doing this, not only do I avoid drawRect inefficiencies, but one could theoretically also change how you use this CAShapeLayer (e.g. use it as a mask for some UIView, revealing some more interesting color gradation (or other image) behind it).
Here is another solution (not very scalable though). This solution assumes this is like a logo where the angle/percent of circle drawn will not change.
- (void)drawRect:(CGRect)rect {
UIBezierPath *circleOutline = [UIBezierPath bezierPath];
[self.circleColor setStroke];
[circleOutline setLineWidth:self.bounds.size.width*0.15];
[circleOutline addArcWithCenter:CGPointMake(self.bounds.size.width/2, self.bounds.size.height/2) radius:self.bounds.size.width/2-circleOutline.lineWidth/2 startAngle:3*M_PI/2 endAngle:3*M_PI/4 clockwise:YES];
[circleOutline stroke];
[self addArrowView:circleOutline];
}
- (void)addArrowView:(UIBezierPath *)path {
for (int x = 0; x < self.bounds.size.width/2; x++) {
for (int y = self.bounds.size.height/2; y < self.bounds.size.height; y++) {
if ([path containsPoint:CGPointMake(x, y)]) {
// Pythagorean Theorem - We want the diagonal length of the square to be lineWidth, so we need to calculate what size
// to make each side of the square to make the diagonal equal to lineWidth
double sideLength = sqrt((path.lineWidth*path.lineWidth)/2);
UIView *arrowView = [[UIView alloc] initWithFrame:CGRectMake(x-sideLength/2, y-sideLength/2, sideLength, sideLength)];
arrowView.backgroundColor = self.circleColor;
[self addSubview:arrowView];
return;
}
}
}
}
would yield:

How to draw a circle pixel by pixel?

I am able to draw a square pixel by pixel as below
for(int i=0 ;i<drawbox.size.width/2;i++)
{
for (int j=0; j<drawbox.size.height/2; j++)
{
Point.y++;
NSLog(#"point:%f,%f",Point.x,Point.y);
}
Point.x++;
}
Here drawrect is CGRect and Point is the CGPoint I am using to draw pixel by pixel
I iterate over this and find a square to be made. This square is filled with each pixel so it just not draw a square with border but it includes all pixels within the square.
I want the same thing but for circle (filled circle's pixels).
How can I achieve this?
Override your drawRect with following code :
You need to take care of 5 things :
SIDE_WEITH = Width of Circle,
Color constants :
_r = Red
_g = Green
_b = Blue
_a = Alpha
And set Progress as per your need : _progress
That it.
- (void)drawRect:(CGRect)rect
{
[super drawRect:rect];
//// [image drawInRect:rect];
// find the radius and position for the largest circle that fits in the UIView's frame.
int radius, x, y;
int offset = SIDE_WEITH;
// in case the given frame is not square (oblong) we need to check and use the shortest side as our radius.
CGRect frame = self.frame;
if (frame.size.width > frame.size.height) {
radius = frame.size.height;
// we want our circle to be in the center of the frame.
int delta = frame.size.width - radius;
x = delta/2 - 1;
y = 0;
} else {
radius = frame.size.width;
int delta = frame.size.height - radius;
y = delta/2 - 1;
x = 0;
}
// store the largest circle's position and radius in class variable.
_outerCircleRect = CGRectMake(x, y, radius, radius);
// store the inner circles rect, this inner circle will have a radius 10pixels smaller than the outer circle.
// we want to the inner circle to be in the middle of the outer circle.
//_innerCircleRect = CGRectMake(x+offset, y+offset, radius-2*offset , radius-2*offset);
_innerCircleRect = CGRectMake(x+offset, y+offset, radius-2*offset , radius-2*offset);
// get the drawing canvas (CGContext):
CGContextRef context = UIGraphicsGetCurrentContext();
// save the context's previous state:
CGContextSaveGState(context);
// our custom drawing code will go here:
// Draw the gray background for our progress view:
// gradient properties:
CGGradientRef myGradient;
// You need tell Quartz your colour space (how you define colours), there are many colour spaces: RGBA, black&white...
CGColorSpaceRef myColorspace;
// the number of different colours
size_t num_locations = 3;
// the location of each colour change, these are between 0 and 1, zero is the first circle and 1 is the end circle, so 0.5 is in the middle.
CGFloat locations[3] = { 0.0, 0.5 ,1.0 };
// this is the colour components array, because we are using an RGBA system each colour has four components (four numbers associated with it).
CGFloat components[12] = {
0.4, 0.4, 0.4, 0.9, // Start colour
0.9, 0.9, 0.9, 1.0, // middle colour
0.4, 0.4, 0.4, 0.9
}; // End colour
myColorspace = CGColorSpaceCreateDeviceRGB();
myGradient = CGGradientCreateWithColorComponents (myColorspace, components,locations, num_locations);
// gradient start and end points
CGPoint myStartPoint, myEndPoint;
CGFloat myStartRadius, myEndRadius;
myStartPoint.x = _innerCircleRect.origin.x + _innerCircleRect.size.width/2;
myStartPoint.y = _innerCircleRect.origin.y + _innerCircleRect.size.width/2;
myEndPoint.x = _innerCircleRect.origin.x + _innerCircleRect.size.width/2;
myEndPoint.y = _innerCircleRect.origin.y + _innerCircleRect.size.width/2;
myStartRadius = _innerCircleRect.size.width/2 ;
myEndRadius = _outerCircleRect.size.width/2;
// draw the gradient.
/*CGContextDrawRadialGradient(context,
myGradient,
myStartPoint, myStartRadius, myEndPoint, myEndRadius, 0);
CGGradientRelease(myGradient);*/
// draw outline so that the edges are smooth:
// set line width
//CGContextSetLineWidth(context, 1);
// set the colour when drawing lines R,G,B,A. (we will set it to the same colour we used as the start and end point of our gradient )
/*CGContextSetRGBStrokeColor(context, 0.4,0.4,0.4,0.9);
// draw an ellipse in the provided rectangle
CGContextAddEllipseInRect(context, _outerCircleRect);
CGContextStrokePath(context);*/
/*CGContextAddEllipseInRect(context, _innerCircleRect);
CGContextStrokePath(context);*/
// Draw the progress:
// First clip the drawing area:
// save the context before clipping
CGContextSaveGState(context);
CGContextMoveToPoint(context,
_outerCircleRect.origin.x + _outerCircleRect.size.width/2, // move to the top center of the outer circle
_outerCircleRect.origin.y +1); // the Y is one more because we want to draw inside the bigger circles.
// add an arc relative to _progress
CGContextAddArc(context,
_outerCircleRect.origin.x + _outerCircleRect.size.width/2,
_outerCircleRect.origin.y + _outerCircleRect.size.width/2,
_outerCircleRect.size.width/2-1,
-M_PI/2,
(-M_PI/2 + _progress*2*M_PI), 0);
CGContextAddArc(context,
_outerCircleRect.origin.x + _outerCircleRect.size.width/2,
_outerCircleRect.origin.y + _outerCircleRect.size.width/2,
_outerCircleRect.size.width/2 - 9,
(-M_PI/2 + _progress*2*M_PI),
-M_PI/2, 1);
// use clode path to connect the last point in the path with the first point (to create a closed path)
CGContextClosePath(context);
// clip to the path stored in context
CGContextClip(context);
// Progress drawing code comes here:
// set the gradient colours based on class variables.
CGFloat components2[12] = { _r, _g, _b, _a, // Start color
((_r + 0.5 > 1) ? 1 : (_r+0.5) ) , ((_g + 0.5 > 1) ? 1 : (_g+0.5) ), ((_b + 0.5 > 1) ? 1 : (_b+0.5) ), ((_a + 0.5 > 1) ? 1 : (_a+0.5)),
_r, _g, _b, _a }; // End color
myGradient = CGGradientCreateWithColorComponents (myColorspace, components2,locations, num_locations);
myStartPoint.x = _innerCircleRect.origin.x + _innerCircleRect.size.width/2;
myStartPoint.y = _innerCircleRect.origin.y + _innerCircleRect.size.width/2;
myEndPoint.x = _innerCircleRect.origin.x + _innerCircleRect.size.width/2;
myEndPoint.y = _innerCircleRect.origin.y + _innerCircleRect.size.width/2;
// set the radias for start and endpoints a bit smaller, because we want to draw inside the outer circles.
myStartRadius = _innerCircleRect.size.width/2;
myEndRadius = _outerCircleRect.size.width/2;
CGContextDrawRadialGradient(context,
myGradient,
myStartPoint, myStartRadius, myEndPoint, myEndRadius, 0);
// release myGradient and myColorSpace
CGGradientRelease(myGradient);
CGColorSpaceRelease(myColorspace);
// draw circle on the outline to smooth it out.
CGContextSetRGBStrokeColor(context, _r,_g,_b,_a);
// draw an ellipse in the provided rectangle
CGContextAddEllipseInRect(context, _outerCircleRect);
CGContextStrokePath(context);
CGContextAddEllipseInRect(context, _innerCircleRect);
CGContextStrokePath(context);
//restore the context and remove the clipping area.
CGContextRestoreGState(context);
// restore the context's state when we are done with it:
CGContextRestoreGState(context);
/*CGPathRef circlePath = CGPathCreateMutable();
CGPathAddEllipseInRect(circlePath , NULL , rect);
CAShapeLayer *circle = [[CAShapeLayer alloc] init];
circle.path = circlePath;
circle.opacity = 0.5;
[self.imageView.layer addSublayer:circle];
CGPathRelease( circlePath );
[circle release];*/
}
for (int i=0; i<drawbox.size.width/2; i++) {
for (int j=(int)(-drawbox.size.height/4.0 * sqrt(1 - pow(4.0*i/drawbox.size.width - 1, 2)) + drawbox.size.height/4.0);
j<=(int)(drawbox.size.height/4.0 * sqrt(1 - pow(4.0*i/drawbox.size.width - 1, 2)) + drawbox.size.height/4.0);
j++)
{
Point.y++;
NSLog(#"point:%f,%f",Point.x,Point.y);
}
tStartPoint.x++;
}
This will draw an ellipse with the same center the rectangle has you drow in the question.

DrawRect: How to fill in polygon given an ordered set of points?

Currently in my drawRect: method I am drawing a line between every point in my set of points, each represented as a CGPoint; however, now I would like to fill in the area that is within the region of these set points. I cannot figure how to do this using the quartz api, is there a way?
Right now, the points are ordered. So it is possible to recognize what point represents the first point of the polygon and so on.
Add your points to an UIBezierPath and then use it's fill method.
This code sample from Apple shows what you need to do:
-(void)drawInContext:(CGContextRef)context
{
// Drawing with a white stroke color
CGContextSetRGBStrokeColor(context, 1.0, 1.0, 1.0, 1.0);
// Drawing with a blue fill color
CGContextSetRGBFillColor(context, 0.0, 0.0, 1.0, 1.0);
// Draw them with a 2.0 stroke width so they are a bit more visible.
CGContextSetLineWidth(context, 2.0);
CGPoint center;
// Add a star to the current path
center = CGPointMake(90.0, 90.0);
CGContextMoveToPoint(context, center.x, center.y + 60.0);
for(int i = 1; i < 5; ++i)
{
CGFloat x = 60.0 * sinf(i * 4.0 * M_PI / 5.0);
CGFloat y = 60.0 * cosf(i * 4.0 * M_PI / 5.0);
CGContextAddLineToPoint(context, center.x + x, center.y + y);
}
// And close the subpath.
CGContextClosePath(context);
// Now add the hexagon to the current path
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);
}
// And close the subpath.
CGContextClosePath(context);
// Now draw the star & hexagon with the current drawing mode.
CGContextDrawPath(context, drawingMode);
}
Note, this was mentioned in an answer to a similar question.

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