I'm trying to create an animated pie chart in iOS that acts basically like this:
In a nutshell, it starts as a grey circle, and as the animation progresses the arrow moves around the circle until it gets to the percentage I specify.
I've used the sample code that Zachary Waldowski posted in this SO question:
Animated CAShapeLayer Pie
That's gotten me to the point where I can create the basic animation. The maroon pie piece grows to hit the correct size. What I'm struggling with is how to map the arrow to the animation so that it gets dragged along as the pie piece grows.
Any thoughts on how I can accomplish this?
Okay, I've found the solution.
Building on the work Zachary Waldowski created (see my original post), I was able to do the entire thing in a CALayer.
In a nutshell, I draw one outer circle in maroon, a smaller circle in light gray, a stroked path in white, then draw the triangle for the tip of the arrow by hand.
Here's the relevant section of code that does the magic:
- (void)drawInContext:(CGContextRef)context {
CGRect circleRect = CGRectInset(self.bounds, 1, 1);
CGFloat startAngle = -M_PI / 2;
CGFloat endAngle = self.progress * 2 * M_PI + startAngle;
CGColorRef outerPieColor = [[UIColor colorWithRed: 137.0 / 255.0 green: 12.0 / 255.0 blue: 88.0 / 255.0 alpha: 1.0] CGColor];
CGColorRef innerPieColor = [[UIColor colorWithRed: 235.0 / 255.0 green: 214.0 / 255.0 blue: 227.0 / 255.0 alpha: 1.0] CGColor];
CGColorRef arrowColor = [[UIColor whiteColor] CGColor];
// Draw outer pie
CGFloat outerRadius = CGRectGetMidX(circleRect);
CGPoint center = CGPointMake(CGRectGetMidX(circleRect), CGRectGetMidY(circleRect));
CGContextSetFillColorWithColor(context, outerPieColor);
CGContextMoveToPoint(context, center.x, center.y);
CGContextAddArc(context, center.x, center.y, outerRadius, startAngle, endAngle, 0);
CGContextClosePath(context);
CGContextFillPath(context);
// Draw inner pie
CGFloat innerRadius = CGRectGetMidX(circleRect) * 0.45;
CGContextSetFillColorWithColor(context, innerPieColor);
CGContextMoveToPoint(context, center.x, center.y);
CGContextAddArc(context, center.x, center.y, innerRadius, startAngle, endAngle, 0);
CGContextClosePath(context);
CGContextFillPath(context);
// Draw the White Line
CGFloat lineRadius = CGRectGetMidX(circleRect) * 0.72;
CGFloat arrowWidth = 0.35;
CGContextSetStrokeColorWithColor(context, arrowColor);
CGContextSetFillColorWithColor(context, arrowColor);
CGMutablePathRef path = CGPathCreateMutable();
CGContextSetLineWidth(context, 16);
CGFloat lineEndAngle = ((endAngle - startAngle) >= arrowWidth) ? endAngle - arrowWidth : endAngle;
CGPathAddArc(path, NULL, center.x, center.y, lineRadius, startAngle, lineEndAngle, 0);
CGContextAddPath(context, path);
CGContextStrokePath(context);
// Draw the Triangle pointer
CGFloat arrowStartAngle = lineEndAngle - 0.01;
CGFloat arrowOuterRadius = CGRectGetMidX(circleRect) * 0.90;
CGFloat arrowInnerRadius = CGRectGetMidX(circleRect) * 0.54;
CGFloat arrowX = center.x + (arrowOuterRadius * cosf(arrowStartAngle));
CGFloat arrowY = center.y + (arrowOuterRadius * sinf(arrowStartAngle));
CGContextMoveToPoint (context, arrowX, arrowY); // top corner
arrowX = center.x + (arrowInnerRadius * cosf(arrowStartAngle));
arrowY = center.y + (arrowInnerRadius * sinf(arrowStartAngle));
CGContextAddLineToPoint(context, arrowX, arrowY); // bottom corner
arrowX = center.x + (lineRadius * cosf(endAngle));
arrowY = center.y + (lineRadius * sinf(endAngle));
CGContextAddLineToPoint(context, arrowX, arrowY); // point
CGContextClosePath(context);
CGContextFillPath(context);
[super drawInContext: context];
}
Have the pie with the arrow as an image.
In every step, draw this image, rotating it a little. Draw the gray pie over the image, choosing correct angles for the image rotation.
Related
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.
I'd like to draw circle with hole (like donut) on mapview.
my code is here.
- (void)drawMapRect:(MKMapRect)mapRect zoomScale:(MKZoomScale)zoomScale inContext:(CG ContextRef)context {
WPCircleOverlay * circleOverlay = self.overlay;
CGPoint centerPoint = [self pointForMapPoint:MKMapPointForCoordinate(circleOverlay.coordinate)];
CGFloat innerRadius = MKMapPointsPerMeterAtLatitude(circleOverlay.coordinate.latitude) * circleOverlay.innerRadius;
CGFloat outerRadius = MKMapPointsPerMeterAtLatitude(circleOverlay.coordinate.latitude) * circleOverlay.outerRadius;
CGMutablePathRef path = CGPathCreateMutable();
//CGPathMoveToPoint(path, ...);
CGPathAddArc(path, NULL, centerPoint.x, centerPoint.y, outerRadius, 0, 2 * M_PI, true);
CGPathCloseSubpath(path);
// Add the inner arc to the path (later used to substract the inner area)
CGPathAddArc(path, NULL, centerPoint.x, centerPoint.y, innerRadius, 0, 2 * M_PI, true);
CGPathCloseSubpath(path);
// Add the path to the context
CGContextAddPath(context, path);
CGContextSetFillColorWithColor(context, self.fillColor.CGColor);
CGContextEOFillPath(context);
CGPathRelease(path);
It works well in simulator, but on device it doesn't.
On device, outer circle is filled with color, and inner circle wasn't clipped.
How can I modify my code to work well on device?
I fixed it by using CGContextAddEllipseInRect method instead of CGContextAddArc.
WPCircleOverlay * circleOverlay = self.overlay;
CGRect rectForMapRect = [self rectForMapRect:mapRect];
CGPoint centerPoint = [self pointForMapPoint:MKMapPointForCoordinate(circleOverlay.coordinate)];
CGFloat innerRadius = MKMapPointsPerMeterAtLatitude(circleOverlay.coordinate.latitude) * circleOverlay.innerRadius;
CGFloat outerRadius = MKMapPointsPerMeterAtLatitude(circleOverlay.coordinate.latitude) * circleOverlay.outerRadius;
CGRect innerRect = CGRectMake(centerPoint.x - innerRadius, centerPoint.y - innerRadius, innerRadius * 2.0, innerRadius * 2.0);
CGRect outerRect = CGRectMake(centerPoint.x - outerRadius, centerPoint.y - outerRadius, outerRadius * 2.0, outerRadius * 2.0);
if (CGRectIntersectsRect(rectForMapRect, outerRect)) {
CGContextAddRect(context, rectForMapRect);
CGContextSaveGState(context);
CGContextClip(context);
CGContextAddEllipseInRect(context, outerRect);
CGContextAddEllipseInRect(context, innerRect);
CGContextSaveGState(context);
CGContextEOClip(context);
UIColor * color = [self.fillColor copy];
CGContextSetFillColorWithColor(context, color.CGColor);
CGContextFillRect(context, outerRect);
CGContextRestoreGState(context);
CGContextRestoreGState(context);
UIGraphicsPopContext();
}
I'm having trouble drawing atop an image in a UIImageView, I've already looked at "Draw another image on a UIImage" But it was only so much help. Here's my scenario: I have a UIPopoverController with a UITableView in it and I want to display a triangle pointing up when the user is at the bottom of scrollable table view.
My code:
- (UIImage *) drawTriangleInViewForSize:(CGSize)sizeOfView
imageToDrawOn:(UIImage *)underImage
isAtTop:(BOOL)top{
CGPoint firstPoint;
CGPoint secondPoint;
CGPoint thirdPoint;
if(!top){
//I want to draw a equilateral triangle (side length 10) in the center of the image in
//the imageView, these are the coordinates I am using.
firstPoint = CGPointMake(underImage.size.width * 0.5 + 5, underImage.size.height * 0.5 - 5);
secondPoint = CGPointMake((firstPoint.x - 10), firstPoint.y);
thirdPoint = CGPointMake(underImage.size.width * 0.5,
underImage.size.width * 0.5 + 5);
}
*/
**DISREGARD**
else{
firstPoint = CGPointMake(sizeOfView.width * 0.5 + 5,
self.tableViewChoices.rowHeight * 0.5 - 5);
secondPoint = CGPointMake((firstPoint.x - 10), firstPoint.y);
thirdPoint = CGPointMake(sizeOfView.width * 0.5,
self.tableViewChoices.rowHeight * 0.5 + 5);
}*/
//get the size of the image for the drawInRect: method
CGFloat imageViewWidth = sizeOfView.width;
CGFloat imageViewHeight = self.tableViewChoices.rowHeight;
//set the graphics context to be the size of the image
UIGraphicsBeginImageContextWithOptions(underImage.size, YES, 0.0);
[underImage drawInRect:CGRectMake(0.0, 0.0, imageViewWidth, imageViewHeight)];
//set the line attributes
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGContextSetStrokeColorWithColor(ctx, [UIColor blackColor].CGColor);
CGContextSetFillColorWithColor(ctx, [UIColor clearColor].CGColor);
CGContextSetLineWidth(ctx, 0.05);
UIGraphicsPushContext(ctx);
//draw the triangle
CGContextBeginPath(ctx);
CGContextMoveToPoint(ctx, firstPoint.x, firstPoint.y);
CGContextAddLineToPoint(ctx, secondPoint.x, secondPoint.y);
CGContextAddLineToPoint(ctx, thirdPoint.x, thirdPoint.y);
CGContextAddLineToPoint(ctx, firstPoint.x, firstPoint.y);
CGContextClosePath(ctx);
UIGraphicsPopContext();
//get the image
UIImage *rslt = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return rslt;
}
I can't quite seem to draw to the triangle to the UIImage in the imageView, the end result is either a completely black ImageView (the UIImage is just a white.png), or one line at the top of the imageview (depending on whether I use drawInRect: or drawAtPoint: and what coordinates I use). All I need to do is draw a triangle pointing up, not a hard thing, and it really looks like I'm doing it "by the book."
Here is my completed code to draw a triangle onto a UIImage in a UIImageView.
//draws triangle up or down on a UIImage.
+(UIImage *) drawTriangleInViewForSize:(CGSize)sizeOfView
imageToDrawOn:(UIImage *)underImage
isAtTop:(BOOL)top
{
CGFloat rowHeight = underImage.size.height; //44; //self.tableViewChoices.rowHeight;
CGPoint firstPoint;
CGPoint secondPoint;
CGPoint thirdPoint;
CGFloat imageViewWidth = sizeOfView.width;
CGFloat imageViewHeight = rowHeight;
if(!top){
//draw a upward facing triangle in the center of the view.
firstPoint = CGPointMake(imageViewWidth * 0.5 + 15, imageViewHeight * 0.5 - 5);
secondPoint = CGPointMake((firstPoint.x - 30), firstPoint.y);
thirdPoint = CGPointMake(imageViewWidth * 0.5,
imageViewHeight * 0.5 + 5);
}else{
//disregard this 'else'
firstPoint = CGPointMake(sizeOfView.width * 0.5 + 15,
rowHeight * 0.5 - 5);
secondPoint = CGPointMake((firstPoint.x - 10), firstPoint.y);
thirdPoint = CGPointMake(sizeOfView.width * 0.5,
rowHeight * 0.5 + 5);
}
//get the image context with options(recommended funct to use)
//get the size of the imageView
UIGraphicsBeginImageContextWithOptions(CGSizeMake(imageViewWidth, imageViewHeight), YES, 0.0);
//use the the image that is going to be drawn on as the receiver
[underImage drawInRect:CGRectMake(0.0, 0.0, imageViewWidth, imageViewHeight)];
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(ctx, 0.5);
//UIGraphicsPushContext(ctx);
//uses path ref
CGMutablePathRef path = CGPathCreateMutable();
//draw the triangle
CGPathMoveToPoint(path, NULL, firstPoint.x, firstPoint.y);
CGPathAddLineToPoint(path, NULL, secondPoint.x, secondPoint.y);
CGPathAddLineToPoint(path, NULL, thirdPoint.x, thirdPoint.y);
CGPathAddLineToPoint(path, NULL, firstPoint.x, firstPoint.y);
//close the path
CGPathCloseSubpath(path);
//add the path to the context
CGContextAddPath(ctx, path);
CGContextSetFillColorWithColor(ctx, [UIColor whiteColor].CGColor);
CGContextSetStrokeColorWithColor(ctx, [UIColor blackColor].CGColor);
CGContextFillPath(ctx);
CGContextAddPath(ctx, path);
CGContextStrokePath(ctx);
CGPathRelease(path);
//UIGraphicsPopContext();
//get the new image with the triangle
UIImage *rslt = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return rslt;
}
Your code looks too complicated for that kind of task. Why don't you use simple UIImageView with any triangle image you ever want? Just show it when the table at the bottom and that's all.
Note, that when you're implementing delegate for UITableView you're also able to catch it's UIScrollView's delegate messages such as scrollView:didEndDecelerating: and so on.
Regarding your code you've missed an actual path draw:
CGContextAddPath(context, trianglePath);
CGContextFillPath(context);
To make it possible you should use path-related functions. Using CGContext-related functions seems to be improper since such approach may remove old path. So the better way is to create your own mutable path in the context, draw your triangle in it and then draw this path into context by functions mentioned above.
I want to draw an arc like in the following figure using core draw.
Not exactly same but I have background images set. I need to draw arc based on the file download. Now the percentage of download number I have. How can I do it using core draw?
The image above are just two circles - one is cutting a hole in another. This is not near to what you want to accomplish.
You need to use CGContextAddArc.
Do something like this:
open a path
move to a point
start drawing the Arc with CGContextAddArc
move (and draw a line) inwards to the arc center the desired width of the slice
draw an backward arc
close the path
Use Mid point Algorithm, If you want to draw circles , to make concentric circle provide difference in radius of your circles
I have what you want:
// CircularProgress.h
#import <UIKit/UIKit.h>
#interface CircularProgress : UIView
#property (nonatomic, assign) CGFloat percent;
#end
// CircularProgress.m
#import "CircularProgress.h"
#implementation CircularProgress
- (void)setPercent:(CGFloat)percent
{
_percent = percent;
[self setNeedsDisplay];
}
- (void)drawRect:(CGRect)rect
{
[super drawRect:rect];
CGContextRef context = UIGraphicsGetCurrentContext();
CGRect bounds = [self bounds];
CGPoint center = CGPointMake(bounds.size.width / 2.0, bounds.size.height / 2.0);
CGFloat lineWidth = 8.0;
CGFloat innerRadius = (bounds.size.width / 2.0) - lineWidth;
CGFloat outerRadius = innerRadius + lineWidth;
CGFloat startAngle = -((float)M_PI / 2.0);
CGFloat endAngle = ((self.percent / 100.0) * 2 * (float)M_PI) + startAngle;
UIBezierPath *processBackgroundPath = [UIBezierPath bezierPath];
processBackgroundPath.lineWidth = lineWidth;
CGFloat radius = (self.bounds.size.width - lineWidth) / 2.0;
CGFloat fullAngle = (2.0 * (float)M_PI) + startAngle;
[processBackgroundPath addArcWithCenter:center radius:radius startAngle:startAngle endAngle:fullAngle clockwise:YES];
[[UIColor whiteColor] set];
[processBackgroundPath stroke];
CGMutablePathRef progressPath = CGPathCreateMutable();
CGPathMoveToPoint(progressPath, NULL, center.x, center.y - innerRadius);
CGPathAddArc(progressPath, NULL, center.x, center.y, innerRadius, startAngle, endAngle, YES);
CGPathAddArc(progressPath, NULL, center.x, center.y, outerRadius, endAngle, startAngle, NO);
CGPathCloseSubpath(progressPath);
UIColor *aColor = [UIColor colorWithRed:0.941 green:0.776 blue:0.216 alpha:1.0];
[aColor setFill];
CGContextAddPath(context, progressPath);
CGContextFillPath(context);
CGPathRelease(progressPath);
}
#end
You just need to create an object of CircularProgress class of the desired size (it should be square) and add it as subview to your main view. Then simply change the percent value and enjoy result. The color and width are hardcoded for now because it's not the finished control but you should catch the idea.
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.