How can i remove the circle drawn in iOS? - ios

I have this code where I draw circles on the screen, and I want to remove just the last circle drawn. What can I do? The code is set to draw a circle when I tap twice. I want to remove the last circle drawn when I tap one time.
- (UIBezierPath *)makeCircleAtLocation:(CGPoint)location radius:(CGFloat)radius {
iOSCircle *circle = [[iOSCircle alloc] init];
circle.circleCenter = location;
circle.circleRadius = radius;
[totalCircles addObject:circle];
UIBezierPath *path = [UIBezierPath bezierPath];
[path addArcWithCenter:circle.circleCenter
radius:circle.circleRadius
startAngle:0.0
endAngle:M_PI * 2.0
clockwise:YES];
return path;
}
- (IBAction) tapEvent: (UIGestureRecognizer *) sender
{
CAShapeLayer *shapeLayer = [CAShapeLayer layer];
shapeLayer.path = [[self makeCircleAtLocation:location radius:2.5] CGPath];
shapeLayer.strokeColor = [[UIColor redColor] CGColor];
//shapeLayer.fillColor = nil;
shapeLayer.lineWidth = 2.5;
// Add CAShapeLayer to our view
[self.view.layer addSublayer:shapeLayer];
// Save this shape layer in a class property for future reference,
// namely so we can remove it later if we tap elsewhere on the screen.
self.circleLayer = shapeLayer;
}
}

Create your circle in a distinct CAShapeLayer layer using a CGPath, and add it as a sublayer of your view.layer. That way, you will have total control over that circle (showing or hiding it).

Related

Draw Line and get actions between sections

I want to draw lines which is shown in the image.
and I have to add four labels with name Section 1,Section 2,Section 3,Section 4.
I have tried below code to draw lines and it works
-(UIBezierPath*)createBezierPathWithMoveToPoint:(CGPoint)moveToPoint andlineToPoint:(CGPoint)toPoint
{
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:moveToPoint];
[path addLineToPoint:toPoint];
return path;
}
-(CAShapeLayer*)createLayerWithPath:(CGPathRef)path strokColor:(UIColor *)colorStroke lineWidth:(CGFloat)width fillColor:(UIColor *)colorFill
{
CAShapeLayer *layer = [CAShapeLayer layer];
layer.path = path;
layer.strokeColor = [colorStroke CGColor];
layer.lineWidth = width;
layer.fillColor = [colorFill CGColor];
return layer;
}
By using above code I have achieved lines and I have added for UIlabel's manually. Can anyone please help me to get action like UIButton actions, when user touch in between these sections. ?
OR
If there is any best and easiest way to achieve this please let me know.

Can't remove CAShapeLayer from Super Layer

I'm trying to remove my circle that I've created as a CAShapeLayer and drawn with UIBezier path if I can't receive a measurement. In my (void)drawRect method for my UIView class, I create and draw a circle if a measurement is found. However, if there is no measurement I'd like to get rid of the circle. For some reason I can't.
Here is the code that creates the circle in -(void)drawRect
- (void)drawRect:(CGRect)rect {
CAShapeLayer *grayCircle = [CAShapeLayer layer];
CAShapeLayer *progressArc = [CAShapeLayer layer];
DBHelper *dbHelper = [DBHelper getSharedInstance];
if ([dbHelper getPairedDevice]==nil) {
[grayCircle removeFromSuperlayer]; // I want to remove the grayCirle if no measurement is found AKA getPairedDevice = nil
}
....
if (_latestMeasurement) {
...
// Gray outer circle
UIBezierPath *grayCirclePath=[UIBezierPath bezierPathWithArcCenter:CGPointMake(radius, radius) radius:radius startAngle:startAngle endAngle:endAngle clockwise:YES];
grayCircle.path = [grayCirclePath CGPath];
grayCircle.position = CGPointMake(realBounds.origin.x, realBounds.origin.y);
grayCircle.fillColor = [UIColor clearColor].CGColor;
grayCircle.lineCap=kCALineCapRound;
grayCircle.strokeColor = [UIColor grayColor].CGColor;
grayCircle.lineWidth = 30;
// Progress arc
UIBezierPath *progressPath=[UIBezierPath bezierPathWithArcCenter:CGPointMake(radius, radius) radius:radius startAngle:startAngle endAngle:patientOutput clockwise:YES];
progressArc.path = [progressPath CGPath];
progressArc.position = CGPointMake(grayCircle.frame.origin.x, grayCircle.frame.origin.y);
progressArc.fillColor = [UIColor clearColor].CGColor;
progressArc.lineCap=kCALineCapRound;
progressArc.lineWidth = 30;
[self.layer addSublayer:grayCircle];
[self.layer addSublayer:progressArc];
}
So here's the issue: The following lines of code aren't removing the gray circle:
if ([dbHelper getPairedDevice]==nil) {
[grayCircle removeFromSuperlayer];
}
I'm wondering why is that the case, and how can I remove it from the view's sublayer?
You are creating a new reference to grayCircle each time you go through drawRect. When you remove it - you're removing the new one, not the one you drew previously.
If you already have it, you need to find it first, then remove it - going through the subViews, or maintain a reference to it at the class level

Animate CAShapeLayer setPath

I am trying to add animation while drawing a bezierPath. There is base circle darkgray (0 to 360) , green path (-90 to 0) and red path (0 to 90).
#import "ProgressBar.h"
#interface ProgressBar ()
{
CAShapeLayer *lightGrayPath;
}
#end
#implementation ProgressBar
-(id)initWithFrame:(CGRect)frame{
self = [super initWithFrame:frame];
if(self){
[self initValues];
}
return self;
}
-(id) initWithCoder:(NSCoder *)aDecoder{
self = [super initWithCoder:aDecoder];
if(self){
[self initValues];
}
return self;
}
-(void)awakeFromNib{
[super awakeFromNib];
[self startAnimation];
}
-(void)initValues{
lightGrayPath = [CAShapeLayer layer];
lightGrayPath.fillColor = [UIColor clearColor].CGColor;
lightGrayPath.lineWidth=2.0f;
lightGrayPath.strokeColor =[UIColor colorWithWhite:0 alpha:0.1].CGColor;
[self.layer addSublayer:lightGrayPath];
}
-(void)startAnimation{
CGRect rect=self.bounds;
CGFloat subPathWidth=10.0;
UIBezierPath *bezierPath_lightGray=[UIBezierPath bezierPath];
bezierPath_lightGray.lineWidth=lightGrayPath.lineWidth;
[bezierPath_lightGray addArcWithCenter:CGPointMake(CGRectGetMidX(self.bounds), CGRectGetMidY(self.bounds)) radius:(rect.size.height / 2)- subPathWidth/2.0
startAngle:0 endAngle:2*M_PI clockwise:YES];
UIBezierPath *bezierPath_green=[UIBezierPath bezierPath];
bezierPath_green.lineWidth=subPathWidth;
[[UIColor greenColor] setStroke];
[bezierPath_green addArcWithCenter:CGPointMake(CGRectGetMidX(self.bounds), CGRectGetMidY(self.bounds)) radius:(rect.size.height / 2)- subPathWidth/2.0 startAngle:-M_PI/2.0 endAngle:0 clockwise:YES];
[bezierPath_green stroke];
[bezierPath_lightGray appendPath:bezierPath_green];
UIBezierPath *bezierPath_red=[UIBezierPath bezierPath];
bezierPath_red.lineWidth=subPathWidth;
[[UIColor redColor] setStroke];
[bezierPath_red addArcWithCenter:CGPointMake(CGRectGetMidX(self.bounds), CGRectGetMidY(self.bounds)) radius:(rect.size.height / 2)- subPathWidth/2.0 startAngle:0 endAngle:M_PI_2 clockwise:YES];
[bezierPath_red stroke];
[bezierPath_lightGray appendPath:bezierPath_red];
lightGrayPath.path=bezierPath_lightGray.CGPath;
// CABasicAnimation *pathAnimation = [CABasicAnimation animationWithKeyPath:#"path"];
// pathAnimation.duration = 10.0;
// //pathAnimation.fromValue = [NSNumber numberWithFloat:0.0f];
// pathAnimation.toValue = [NSNumber numberWithFloat:1.0f];
// [lightGrayPath addAnimation:pathAnimation forKey:#"path"];
}
#end
I want to show animation of path being drawn. The lightGrayArc should not be animated. The Green arc and the red arc should be.
But, Since I am using only one CAShapeLayer and appending paths to it. When i use animation , it animates the light gray path, no animation for green and red arc.
I would suggest:
Do not animate in drawRect. That's for drawing a single frame.
There are two ways to animate a path:
Don't use CAShapeLayer at all, but instead define a drawRect that performs stroke on one or more UIBezierPath.
To animate, don't use CABasicAnimation, but rather use a CADisplayLink (a type of timer optimized for screen updates) that changes some properties that define where the path starts and ends and then call setNeedsDisplay, which will trigger a call to drawRect that will use those properties to stroke the path for that frame of the animation.
Even easier, don't use drawRect to stroke anything at all. Just add your gray, green, and red arcs as three different CAShapeLayer instances. Let CAShapeLayer do all the rendering of the arcs for you.
When you want to animate the red and green layers, add CABasicAnimation for those respective layers.

Drawing a line by using long press gesture in ios

I want to draw a line at that point where long press gesture occurred. I am using long press gesture on UIImageView.
I can get coordinates by using gesture object but don't know how to use these coordinates for drawing a line.
You can use this to add a line on a view. if you want more custom drawing, then you can go for more customisation of drawrect method of a uiview custom class.
CAShapeLayer *line = [CAShapeLayer layer];
UIBezierPath *path = [UIBezierPath bezierPath];
CGPoint startPoint = CGPointMake(387, 532);
[path moveToPoint: startPoint];
CGPoint endPoint = CGPointMake(487, 532);
[path addLineToPoint: endPoint];
[path stroke];
line.path = path.CGPath;
line.fillColor = [UIColor clearColor].CGColor;
line.strokeColor = [UIColor darkGrayColor].CGColor;
line.lineWidth = 3.0;
[self.view.layer addSublayer:line];
For more details please refer to below link:
https://developer.apple.com/library/ios/documentation/UIKit/Reference/UIBezierPath_class/index.html#//apple_ref/occ/cl/UIBezierPath

How to Animate CoreGraphics Drawing of Shape Using CAKeyframeAnimation

I am trying to animate the drawing of a UIBeizerPath (in my example a triangle) in a UIView subclass. However, the entire subview is animating instead of the shape.
Is there something I am missing with the animation?
- (void)drawRect:(CGRect)rect {
CAShapeLayer *drawLayer = [CAShapeLayer layer];
drawLayer.frame = CGRectMake(0, 0, 100, 100);
drawLayer.strokeColor = [UIColor greenColor].CGColor;
drawLayer.lineWidth = 4.0;
[self.layer addSublayer:drawLayer];
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:CGPointMake(0,0)];
[path addLineToPoint:CGPointMake(50,100)];
[path addLineToPoint:CGPointMake(100,0)];
[path closePath];
CGPoint center = [self convertPoint:self.center fromView:nil];
[path applyTransform:CGAffineTransformMakeTranslation(center.x, center.y)];
[[UIColor redColor] set];
[path fill];
[[UIColor blueColor] setStroke];
path.lineWidth = 3.0f;
[path stroke];
CAKeyframeAnimation *pathAnimation = [CAKeyframeAnimation animationWithKeyPath:#"position"];
pathAnimation.duration = 4.0f;
pathAnimation.path = path.CGPath;
pathAnimation.calculationMode = kCAAnimationLinear;
[drawLayer addAnimation:pathAnimation forKey:#"position"];
}
You are creating a CAShapeLayer, but then not doing anything useful with it. Let's fix that.
Don't set up layers and animations in -drawRect:, because that's strictly meant as a time to do drawing using the CoreGraphics or UIKit APIs. Instead, you want the CAShapeLayer to draw the triangle -- that way you can animate it.
CAKeyframeAnimation.path is meant for something completely different (e.g. moving a layer along a path).
Your animation is animating the position value of the layer. No surprise that it moves the layer! You want to animate the path value instead.
The idea behind CAKeyframeAnimation is that you provide it an array of values to set the layer's property to. During the time between keyframes, it will interpolate between the two adjacent keyframes. So you need to give it several paths -- one for each side.
Interpolating arbitrary paths is difficult. CA's path interpolation works best when the paths have the same same number and kind of elements. So, we make sure all our paths have the same structure, just with some points on top of each other.
The secret to animation, and maybe to computers in general: you must be precise in explaining what you want to happen. "I want to animate the drawing of each point, so it appears to be animated" is not nearly enough information.
Here's a UIView subclass that I think does what you're asking for, or at least close. To animate, hook a button up to the -animate: action.
SPAnimatedShapeView.h:
#import <UIKit/UIKit.h>
#interface SPAnimatedShapeView : UIView
- (IBAction)animate:(id)sender;
#end
SPAnimatedShapeView.m:
#import "SPAnimatedShapeView.h"
#import <QuartzCore/QuartzCore.h>
#interface SPAnimatedShapeView ()
#property (nonatomic, retain) CAShapeLayer* shapeLayer;
#end
#implementation SPAnimatedShapeView
#synthesize shapeLayer = _shapeLayer;
- (void)dealloc
{
[_shapeLayer release];
[super dealloc];
}
- (void)layoutSubviews
{
if (!self.shapeLayer)
{
self.shapeLayer = [[[CAShapeLayer alloc] init] autorelease];
self.shapeLayer.bounds = CGRectMake(0, 0, 100, 100); // layer is 100x100 in size
self.shapeLayer.position = self.center; // and is centered in the view
self.shapeLayer.strokeColor = [UIColor blueColor].CGColor;
self.shapeLayer.fillColor = [UIColor redColor].CGColor;
self.shapeLayer.lineWidth = 3.f;
[self.layer addSublayer:self.shapeLayer];
}
}
- (IBAction)animate:(id)sender
{
UIBezierPath* path0 = [UIBezierPath bezierPath];
[path0 moveToPoint:CGPointZero];
[path0 addLineToPoint:CGPointZero];
[path0 addLineToPoint:CGPointZero];
[path0 addLineToPoint:CGPointZero];
UIBezierPath* path1 = [UIBezierPath bezierPath];
[path1 moveToPoint:CGPointZero];
[path1 addLineToPoint:CGPointMake(50,100)];
[path1 addLineToPoint:CGPointMake(50,100)];
[path1 addLineToPoint:CGPointMake(50,100)];
UIBezierPath* path2 = [UIBezierPath bezierPath];
[path2 moveToPoint:CGPointZero];
[path2 addLineToPoint:CGPointMake(50,100)];
[path2 addLineToPoint:CGPointMake(100,0)];
[path2 addLineToPoint:CGPointMake(100,0)];
UIBezierPath* path3 = [UIBezierPath bezierPath];
[path3 moveToPoint:CGPointZero];
[path3 addLineToPoint:CGPointMake(50,100)];
[path3 addLineToPoint:CGPointMake(100,0)];
[path3 addLineToPoint:CGPointZero];
CAKeyframeAnimation* animation = [CAKeyframeAnimation animationWithKeyPath:#"path"];
animation.duration = 4.0f;
animation.values = [NSArray arrayWithObjects:(id)path0.CGPath, (id)path1.CGPath, (id)path2.CGPath, (id)path3.CGPath, nil];
[self.shapeLayer addAnimation:animation forKey:nil];
}
#end

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