iOS CGContext Edge isn't antialiased - ios

I'm trying to draw a rectangle that has a 15 degree angle splitting two colors down the center but the line between them is pixelated. I've tried different blend options and can't seem to figure out how to make this look clean.
This is what the header looks like now
Does anyone know how I can make the line between them look clean?
if (!_backgroundImageView.image) {
CGFloat width = CGRectGetWidth(self.bounds);
CGFloat height = CGRectGetHeight(self.bounds);
CGFloat tWidth = 0.26794919243f/*tan(15 degrees)*/ * height;
UIGraphicsBeginImageContext(CGSizeMake(width, height));
CGContextRef context = UIGraphicsGetCurrentContext();
if (_color1) {
CGContextSetFillColorWithColor(context, _color1.CGColor);
CGContextMoveToPoint(context, 0, 0);
CGContextAddLineToPoint(context, 1.0f + RoundPixelValue((width + tWidth) / 2.0f), 0);
CGContextAddLineToPoint(context, 1.0f + RoundPixelValue((width - tWidth) / 2.0f), height);
CGContextAddLineToPoint(context, 0, height);
CGContextFillPath(context);
}
if (_color2) {
CGContextSetFillColorWithColor(context, _color2.CGColor);
CGContextMoveToPoint(context, width, 0);
CGContextAddLineToPoint(context, RoundPixelValue((width + tWidth) / 2.0f) - 1.0f, 0);
CGContextAddLineToPoint(context, RoundPixelValue((width - tWidth) / 2.0f) - 1.0f, height);
CGContextAddLineToPoint(context, width, height);
CGContextFillPath(context);
}
_backgroundImageView.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
}

The main issue here is that you're not creating the context with the correct scale.
Instead of using UIGraphicsBeginImageContext use UIGraphicsBeginImageContextWithOptions like so:
UIGraphicsBeginImageContextWithOptions(CGSizeMake(width, height), YES, 0);
Specifying a scale of 0 sets it to the scale factor of the device screen.
This should eliminated most of the aliasing artifacts.

Related

UIBezierpath setLineDash arc thick and thin [duplicate]

I have this line around my shape:
The problem is, it obviously goes from 1px thick, to 2px. Here's the code I'm using:
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextClearRect(context, rect);
CGContextSetFillColorWithColor(context, [BUTTON_COLOR CGColor]);
CGContextSetStrokeColorWithColor(context, [[UIColor blackColor] CGColor]);
CGContextSetLineWidth(context, 1);
int radius = 8;
CGContextMoveToPoint(context, 0, self.frame.size.height / 2);
CGContextAddLineToPoint(context, POINT_WIDTH, self.frame.size.height);
CGContextAddLineToPoint(context, rect.origin.x + rect.size.width - radius,
rect.origin.y + rect.size.height);
CGContextAddArc(context, rect.origin.x + rect.size.width - radius,
rect.origin.y + rect.size.height - radius, radius, M_PI / 2, 0.0f, 1);
CGContextAddLineToPoint(context, rect.origin.x + rect.size.width, rect.origin.y + radius);
CGContextAddArc(context, rect.origin.x + rect.size.width - radius, rect.origin.y + radius,
radius, 0.0f, -M_PI / 2, 1);
CGContextAddLineToPoint(context, POINT_WIDTH, 0);
CGContextAddLineToPoint(context, 0, self.frame.size.height / 2);
CGContextClosePath(context);
CGContextDrawPath(context, kCGPathFillStroke);
Any ideas?
The reason your top, bottom, and right edges appear thinner than your diagonals is because you are chopping off half of the lines drawn along those edges. As Costique mentioned, Core Graphics draws a stroke so that it is centered on the path. That means half of the stroke lies on one side of the path, and half of the stroke lies on the other side. Since your path runs exactly along the top, right, and bottom edges of your view, half of the stroke falls outside the bounds of your view and isn't drawn.
Costique is also correct that you should move your paths in by .5 points. (Technically you should move by half the stroke width.) However, you're not specifying your coordinates uniformly based on the rect variable, so moving all your paths is difficult.
What you want to do is inset rect by .5 in both dimensions, adjust your graphics context so that its origin is at rect.origin, and use only rect.size to get your coordinates - not self.frame.size. Here's my test:
- (void)drawRect:(CGRect)dirtyRect
{
CGContextRef gc = UIGraphicsGetCurrentContext();
CGContextSaveGState(gc); {
CGContextSetFillColorWithColor(gc, [UIColor colorWithWhite:.9 alpha:1].CGColor);
CGContextSetStrokeColorWithColor(gc, [[UIColor blackColor] CGColor]);
CGContextSetLineWidth(gc, 1);
static const CGFloat Radius = 8;
static const CGFloat PointWidth = 20;
CGRect rect = CGRectInset(self.bounds, .5, .5);
CGContextTranslateCTM(gc, rect.origin.x, rect.origin.x);
rect.origin = CGPointZero;
CGContextMoveToPoint(gc, 0, rect.size.height / 2);
CGContextAddLineToPoint(gc, PointWidth, rect.size.height);
CGContextAddLineToPoint(gc, rect.origin.x + rect.size.width - Radius,
rect.origin.y + rect.size.height);
CGContextAddArc(gc, rect.origin.x + rect.size.width - Radius,
rect.origin.y + rect.size.height - Radius, Radius, M_PI / 2, 0.0f, 1);
CGContextAddLineToPoint(gc, rect.origin.x + rect.size.width, rect.origin.y + Radius);
CGContextAddArc(gc, rect.origin.x + rect.size.width - Radius, rect.origin.y + Radius,
Radius, 0.0f, -M_PI / 2, 1);
CGContextAddLineToPoint(gc, PointWidth, 0);
CGContextAddLineToPoint(gc, 0, rect.size.height / 2);
CGContextClosePath(gc);
CGContextDrawPath(gc, kCGPathFillStroke);
} CGContextRestoreGState(gc);
}
Here's the result:
Core Graphics draws the stroke on the path edge, that is, half of the stroke width lies inside the path, and the other half, outside. Since you cannot draw outside of the view, half of the stroke is clipped by the context. You have to inset the path by half the stroke width.
The complete example:
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextClearRect(context, rect);
CGContextSetFillColorWithColor(context, [BUTTON_COLOR CGColor]);
CGContextSetStrokeColorWithColor(context, [[UIColor blackColor] CGColor]);
CGContextSetLineWidth(context, 1);
int radius = CORNER_RADIUS;
CGRect pathRect = CGRectInset(self.bounds, 0.5f, 0.5f);
CGContextMoveToPoint(context, CGRectGetMinX(pathRect), CGRectGetMidY(pathRect));
CGContextAddLineToPoint(context, CGRectGetMinX(pathRect) + POINT_WIDTH, CGRectGetMaxY(pathRect));
CGContextAddArc(context, CGRectGetMaxX(pathRect) - radius,
CGRectGetMaxY(pathRect) - radius, radius, M_PI / 2, 0.0f, 1);
CGContextAddArc(context, CGRectGetMaxX(pathRect) - radius, CGRectGetMinY(pathRect) + radius,
radius, 0.0f, -M_PI / 2, 1);
CGContextAddLineToPoint(context, CGRectGetMinX(pathRect) + POINT_WIDTH, CGRectGetMinY(pathRect));
CGContextClosePath(context);
CGContextDrawPath(context, kCGPathFillStroke);
Note that several redundant drawing commands are removed without affecting the result. Enjoy.

making a pop up style view on iPhone with arrows objective-c

I having the follow pop up and I want to make the edges curved.
Using this code.
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetStrokeColorWithColor(context, [[UIColor greenColor] CGColor]);
CGFloat baseWidth = 15.0;
CGFloat height = 10.0;
CGContextMoveToPoint(context, self.bounds.size.width / 2.0 - baseWidth / 2.0, height);
CGContextAddLineToPoint(context, self.bounds.size.width / 2.0, 0);
CGContextAddLineToPoint(context, self.bounds.size.width / 2.0 + baseWidth / 2.0, height);
CGContextAddLineToPoint(context, self.bounds.size.width, height);
CGContextAddLineToPoint(context, self.bounds.size.width, self.bounds.size.height);
CGContextAddLineToPoint(context, 0, self.bounds.size.height);
CGContextAddLineToPoint(context, 0, height);
CGContextClosePath(context);
CGContextStrokePath(context);
How can I curve the edges?
You are using Core Graphics and drawing those straight lines right up to each other in the screen shot above. To be able to draw curves you need to add in some calls to CGContectAddArcToPoint, there is also CGContextAddCurveToPoint but that is overkill for your implementation here.
If you want more information about Core Graphics then you can find a bunch of documentation here: https://developer.apple.com/library/mac/documentation/GraphicsImaging/Conceptual/drawingwithquartz2d/dq_paths/dq_paths.html#//apple_ref/doc/uid/TP30001066-CH211-TPXREF101

Core Graphics drawing a square result in rectangle

I am trying to draw a square in my context, but it results in a rectangle with a short and longer side. (in my ipad retina simulator)
This is part of the drawRect method of my view object:
CGContextRef context = UIGraphicsGetCurrentContext();
CGFloat minx = 0;
CGFloat maxx = 45 - 1;
CGFloat miny = 0;
CGFloat maxy = 45 - 1;
CGContextSetLineWidth(context, 1.0);
CGContextSetStrokeColorWithColor(context, [UIColor whiteColor].CGColor);
CGContextMoveToPoint(context, minx, maxy);
CGContextAddLineToPoint(context, minx, miny);
CGContextAddLineToPoint(context, maxx, miny);
CGContextStrokePath(context);
CGContextSetStrokeColorWithColor(context, [UIColor redColor].CGColor);
CGContextMoveToPoint(context, maxx, miny);
CGContextAddLineToPoint(context, maxx, maxy);
CGContextAddLineToPoint(context, minx, maxy);
CGContextStrokePath(context);
What am I doing wrong? Do I need to set an aspect ratio or something?
Edit:
I found out that
CGContextScaleCTM(context, 1, 0.75f);
makes the result square again, but the end result is not spot on.
Does anybody know why I need to correct the vertical scale?
Found it....
Turns out I was modifying the views rect elsewhere.
Disabled that, and now my squares are square again.
Thanks for the hint Ismael !!

Core graphics rotate rectangle

With this formula I got angle
double rotateAngle = atan2(y,x)
with this code I can draw a rectangle
CGRect rect = CGRectMake(x,y , width ,height);
CGContextAddRect(context, rect);
CGContextStrokePath(context);
How can I rotate the rectangle around the angle ?
Here's how you'd do that:
CGContextSaveGState(context);
CGFloat halfWidth = width / 2.0;
CGFloat halfHeight = height / 2.0;
CGPoint center = CGPointMake(x + halfWidth, y + halfHeight);
// Move to the center of the rectangle:
CGContextTranslateCTM(context, center.x, center.y);
// Rotate:
CGContextRotateCTM(context, rotateAngle);
// Draw the rectangle centered about the center:
CGRect rect = CGRectMake(-halfWidth, -halfHeight, width, height);
CGContextAddRect(context, rect);
CGContextStrokePath(context);
CGContextRestoreGState(context);

Drawing horizontal line in printed pdf using UIPrintPageRenderer

I'm using UIPrintPageRenderer sub-class to print html content on a pdf. How can i add a horizontal line on my printed content (both on header and footer)?
CGContextAddLineToPoint doesn't seem to work in UIPrintPageRenderer methods. Specifically those used to draw header and footer. NSString's drawAtPoint is working perfectly.
Here's what i've tried so far:
- (void)drawHeaderForPageAtIndex:(NSInteger)pageIndex inRect:(CGRect)headerRect {
...
// Attempt 1 (Doesn't work!)
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetRGBFillColor(context, 1.0f, 1.0f, 1.0f, 1);
CGContextSetRGBStrokeColor(context, 1.0f, 1.0f, 1.0f, 1);
CGContextMoveToPoint(context, 10.0, 20.0);
CGContextAddLineToPoint(context, 310.0, 20.0);
// Attempt 2 (Doesn't work!)
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetRGBFillColor(context, 1.0f, 1.0f, 1.0f, 1);
CGContextSetRGBStrokeColor(context, 1.0f, 1.0f, 1.0f, 1);
CGContextTranslateCTM(context, 0, headerRect.size.height);
CGContextScaleCTM(context, 1, -1);
CGContextMoveToPoint(context, 10.0, 20.0);
CGContextAddLineToPoint(context, 310.0, 20.0);
}
In Core Graphics, a logical graphics elements are added to the context and then drawn. I see you adding a path to the context with e.g. CGContextAddLineToPoint(context, 310.0, 20.0);
This creates the path in memory, but to composite it to the screen you need to either fill or stroke the context's path. Try adding CGContextStrokePath(context); after to actually stoke the path.
Just as regular drawing
- (void)drawHeaderForPageAtIndex:(NSInteger)pageIndex inRect:(CGRect)headerRect {
CGContextRef context = UIGraphicsGetCurrentContext();
CContextMoveToPoint(context, CGRectGetMinX(headerRect), 70);
CGContextAddLineToPoint(context, CGRectGetMaxX(headerRect), 70);
CGFloat grayScale = 0.5f;
CGContextSetRGBStrokeColor(context, grayScale, grayScale, grayScale, 1);
CGContextStrokePath(context);
}
Don't forget to CGStrokePath(...)
So, for now i've applied an alternate solution. I would still love to know how to do this using CGContext (without having to load an image). Here's my solution:
// Draw horizontal ruler in the header
UIImage *horizontalRule = [UIImage imageNamed:#"HorizontalRule.png"];
horizontalRule = [horizontalRule stretchableImageWithLeftCapWidth:0.5 topCapHeight:0];
CGFloat rulerX = CGRectGetMinX(headerRect) + HEADER_LEFT_TEXT_INSET;
CGFloat rulerY = self.printableRect.origin.y + fontSize.height + HEADER_FOOTER_MARGIN_PADDING + PRINT_RULER_MARGIN_PADDING;
CGFloat rulerWidth = headerRect.size.width - HEADER_LEFT_TEXT_INSET - HEADER_RIGHT_TEXT_INSET;
CGFloat rulerHeight = 1;
CGRect ruleRect = CGRectMake(rulerX, rulerY, rulerWidth, rulerHeight);
[horizontalRule drawInRect:ruleRect blendMode:kCGBlendModeNormal alpha:1.0];

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