Most of the time the code below works correctly and draws paths based upon the user's gestures. However, when the app initially launches the drawRect method isn't able to keep pace with the pan gesture, meaning that the pan gesture is sometimes called multiple times before drawrect is able to draw. This results in a space where the path should be drawn. How could I improve this please?
- (void)pan:(UIPanGestureRecognizer *)pan
{
if (pan.state == UIGestureRecognizerStateChanged)
{
inputPathCounter++;
CGPoint velocity = [pan velocityInView:self];
previousPoint2 = previousPoint1;
previousPoint1 = currentPoint;
currentPoint = [pan locationInView:self];
float velocityMagnitude = sqrtf(velocity.x * velocity.x + velocity.y * velocity.y);
float clampedVelocityMagnitude = clamp(VELOCITY_CLAMP_MIN, VELOCITY_CLAMP_MAX, velocityMagnitude);
float normalizedVelocity = (clampedVelocityMagnitude - VELOCITY_CLAMP_MIN) / (VELOCITY_CLAMP_MAX - VELOCITY_CLAMP_MIN);
float lowPassFilterAlpha = STROKE_WIDTH_SMOOTHING;
float newThickness = (STROKE_WIDTH_MAX - STROKE_WIDTH_MIN) * normalizedVelocity + STROKE_WIDTH_MIN;
self.lineWidth = self.lineWidth * lowPassFilterAlpha + newThickness * (1 - lowPassFilterAlpha);
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 drawBounds = CGPathGetBoundingBox(subpath);
path = [[Path alloc] init];
path.width = self.lineWidth;
[self selectedColor];
path.bezierPath = [UIBezierPath bezierPathWithCGPath:subpath];
path.num = inputPathCounter;
CGPathRelease(subpath);
CGRect drawBox = drawBounds;
drawBox.origin.x -= self.lineWidth * 2.0;
drawBox.origin.y -= self.lineWidth * 2.0;
drawBox.size.width += self.lineWidth * 4.0;
drawBox.size.height += self.lineWidth * 4.0;
[self setNeedsDisplayInRect:drawBox];
}
else if (pan.state == UIGestureRecognizerStateEnded | pan.state == UIGestureRecognizerStateCancelled)
{
[self saveImage];
self.lineWidth = STROKE_WIDTH_MIN;
}
}
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
if(layer == nil)
{
//NSLog(#"reload layer");
layer = CGLayerCreateWithContext(context, bounds.size, NULL);
layerContext = CGLayerGetContext(layer);
CGContextScaleCTM(layerContext, scale, scale);
viewRect = CGRectMake(0, 0, self.bounds.size.width, self.bounds.size.height);
//NSLog(#"viewrect %f %f",viewRect.size.width, viewRect.size.height);
CGContextSaveGState(layerContext);
UIGraphicsBeginImageContext (viewRect.size);
CGContextTranslateCTM(layerContext, 0, self.image.size.height/scale);
CGContextScaleCTM(layerContext, 1.0, -1.0);
CGContextDrawImage(layerContext, viewRect, self.image.CGImage);
UIGraphicsEndImageContext();
CGContextRestoreGState(layerContext);
}
UIBezierPath *bezierPath = path.bezierPath;
CGContextAddPath(layerContext, bezierPath.CGPath);
CGContextSetLineWidth(layerContext, path.width);
CGContextSetStrokeColorWithColor(layerContext, path.color.CGColor);
CGContextSetLineCap(layerContext, kCGLineCapRound);
CGContextStrokePath(layerContext);
CGContextDrawLayerInRect(context, viewRect, layer);
}
Related
I am drawing a hexagon with 3 different colors. I gave a color for each line.
Here is my code;
- (void)drawRect:(CGRect)rect {
self.colors = [[NSMutableArray alloc] initWithObjects:[UIColor yellowColor],[UIColor yellowColor],[UIColor blueColor],[UIColor blueColor],[UIColor greenColor],[UIColor greenColor], nil];
[self addPointsToArray];
CGPoint startPoint = [[self.points objectAtIndex:self.pointCounter] CGPointValue];
CGPoint endPoint = [[self.points objectAtIndex:self.pointCounter+1] CGPointValue];
UIColor *color = [self.colors objectAtIndex:self.pointCounter];
[self drawingEachLineWithDifferentBezier:startPoint endPoint:endPoint color:color];
self.pointCounter++;
}
- (void)addPointsToArray {
self.points = [[NSMutableArray alloc] init];
float polySize = self.frame.size.height/2;
CGFloat hexWidth = self.frame.size.width;
CGFloat hexHeight = self.frame.size.height;
CGPoint center = CGPointMake(hexWidth/2, hexHeight/2);
CGPoint startPoint = CGPointMake(center.x, 0);
for(int i = 3; i >= 1 ; i--) {
CGFloat x = polySize * sinf(i * 2.0 * M_PI / 6);
CGFloat y = polySize * cosf(i * 2.0 * M_PI / 6);
NSLog(#"x = %f, y= %f",x,y);
CGPoint point = CGPointMake(center.x + x, center.y + y);
[self.points addObject:[NSValue valueWithCGPoint:point]];
}
for(int i = 6; i > 3 ; i--) {
CGFloat x = polySize * sinf(i * 2.0 * M_PI / 6);
CGFloat y = polySize * cosf(i * 2.0 * M_PI / 6);
CGPoint point = CGPointMake(center.x + x, center.y + y);
[self.points addObject:[NSValue valueWithCGPoint:point]];
}
[self.points addObject:[NSValue valueWithCGPoint:startPoint]];
}
- (void)drawingEachLineWithDifferentBezier:(CGPoint)startPoint endPoint:(CGPoint)endPoint color:(UIColor *)color {
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:startPoint];
[path addLineToPoint:endPoint];
CAShapeLayer *pathLayer = [CAShapeLayer layer];
pathLayer.frame = self.bounds;
pathLayer.path = path.CGPath;
pathLayer.lineCap = kCALineCapRound;
//pathLayer.lineCap = kCALineCapSquare;
pathLayer.strokeColor = [color CGColor];
pathLayer.fillColor = nil;
pathLayer.lineWidth = 15.0f;
pathLayer.cornerRadius = 2.0f;
pathLayer.lineJoin = kCALineJoinBevel;
//pathLayer.lineDashPattern = #[#15];
[self.layer addSublayer:pathLayer];
CABasicAnimation *pathAnimation = [CABasicAnimation animationWithKeyPath:#"strokeEnd"];
pathAnimation.duration = 0.3f;
pathAnimation.fromValue = [NSNumber numberWithFloat:0.0f];
pathAnimation.toValue = [NSNumber numberWithFloat:1.0f];
pathAnimation.delegate = self;
[pathLayer addAnimation:pathAnimation forKey:#"strokeEnd"];
}
- (void)animationDidStop:(CAAnimation *)theAnimation finished:(BOOL)flag{
if (self.pointCounter < self.points.count - 1) {
CGPoint startPoint = [[self.points objectAtIndex:self.pointCounter] CGPointValue];
CGPoint endPoint = [[self.points objectAtIndex:self.pointCounter+1] CGPointValue];
UIColor *color = [self.colors objectAtIndex:self.pointCounter];
[self drawingEachLineWithDifferentBezier:startPoint endPoint:endPoint color:color];
self.pointCounter++;
}
}
and I got this view.
My purpose is, i want to be yellow color until red point on 3. line. So i thought if i can find red point coodinate, i can add new point in my points array. Than i can draw yellow line from end of 2. line to red point and blue line from red point to end of 3. line.
Am i on wrong way? If i am not, how can i find red point coordinate or what is your advice?
Thanks for your answer and interest :).
I'm creating a dotted line from a UIBezierPath which looks like this:
This is the code I use to construct and draw the path:
const CGContextRef context = UIGraphicsGetCurrentContext();
const CGSize visibleSize = CGSizeMake(self.width - (kIndent * 2), self.height - (kIndent * 2));
UIBezierPath *borderPath = [UIBezierPath bezierPathWithRoundedRect:CGRectMake(kIndent, kIndent, visibleSize.width, visibleSize.height) cornerRadius:kCornerRadius];
CGContextSetStrokeColorWithColor(context, [UIColor colorWithWhite:1.0 alpha:0.5].CGColor);
[borderPath setLineWidth:2.0];
[borderPath setLineCapStyle:kCGLineCapRound];
const CGFloat pattern[] = {6, 6};
[borderPath setLineDash:pattern count:2 phase:0];
[borderPath stroke];
What I want is for each corner of my square to have the exact same curvatures as each other. I know this will ultimately be determined by my pattern values. I have tried calculating different values from the width of the shape (the width changes with screen width), but I can't get my desired look.
Has anyone done this before, or have any ideas to share about how I'd do this?
This is what I done before. Not perfect but I think this can help you.
- (void)tailorRect:(CGRect)aRect dotsWidth:(CGFloat)dotWidth radius:(CGFloat)radius withColor:(UIColor*)color{
CGContextRef c = UIGraphicsGetCurrentContext();
CGContextSaveGState(c);
CGFloat minSpacing = 10;
CGFloat mWidth = aRect.size.width - radius *2;
CGFloat mHeight = aRect.size.height - radius *2;
int countW = mWidth / (dotWidth + minSpacing);
int countH = mHeight / (dotWidth + minSpacing);
CGFloat spacingW = (mWidth - (dotWidth * countW)) / (countW + 1);
CGFloat spacingH = (mHeight -(dotWidth * countH)) / (countH + 1);
CGContextSetLineCap(c, kCGLineCapRound);
CGContextSetLineWidth(c, 1.2);
CGRect tempRect = aRect;
for (int r = 0; r<=1; r++)
{
if (r==0)
{
CGContextSetStrokeColorWithColor(c, [[UIColor whiteColor] colorWithAlphaComponent:0.9].CGColor);
aRect = CGRectOffset(tempRect, 0, 0.5);
}
else
{
CGContextSetStrokeColorWithColor(c, color.CGColor);
aRect = tempRect;
}
for (int w = 0; w<=1; w++)
{
CGFloat y = (w==0) ? aRect.origin.y : CGRectGetMaxY(aRect);
CGPoint pointsW[countW*2];
for (int i = 0; i<countW*2; i++)
{
CGFloat x;
CGFloat startPointX = radius + spacingW +aRect.origin.x;
if (i%2 != 0)
{
x = startPointX
+ dotWidth * (i+1)/ 2
+ spacingW * ((int)i/2);
}
else
{
x = startPointX
+ (dotWidth+spacingW) * ((int)i/2);
}
pointsW[i] = CGPointMake(x, y);
}
CGContextStrokeLineSegments(c, pointsW, countW*2);
}
for (int h = 0; h<=1; h++)
{
CGFloat x = (h==0) ? aRect.origin.x : CGRectGetMaxX(aRect);
CGPoint pointsH[countH*2];
for (int j = 0; j<countH*2; j++)
{
CGFloat startY = radius + spacingH + aRect.origin.y;
CGFloat y;
if (j%2 != 0)
{
y = startY + dotWidth * (j+1)/2 + spacingH * ((int)j/2);
}
else
{
y = startY + (dotWidth + spacingH) * ((int)j/2);
}
pointsH[j] = CGPointMake(x, y);
}
CGContextStrokeLineSegments(c, pointsH, countH*2);
}
//radius
for (int i = 0; i<4; i++)
{
CGPoint point0;
CGPoint point1;
CGPoint point2;
switch (i) {
case 0:
point0 = CGPointMake(CGRectGetMinX(aRect), CGRectGetMinY(aRect) + radius);
point1 = CGPointMake(CGRectGetMinX(aRect), CGRectGetMinY(aRect));
point2 = CGPointMake(CGRectGetMinX(aRect) + radius, CGRectGetMinY(aRect));
break;
case 1:
point0 = CGPointMake(CGRectGetMaxX(aRect) - radius, CGRectGetMinY(aRect));
point1 = CGPointMake(CGRectGetMaxX(aRect), CGRectGetMinY(aRect));
point2 = CGPointMake(CGRectGetMaxX(aRect) , CGRectGetMinY(aRect) +radius);
break;
case 2:
point0 = CGPointMake(CGRectGetMaxX(aRect), CGRectGetMaxY(aRect) - radius);
point1 = CGPointMake(CGRectGetMaxX(aRect), CGRectGetMaxY(aRect));
point2 = CGPointMake(CGRectGetMaxX(aRect) - radius, CGRectGetMaxY(aRect));
break;
case 3:
point0 = CGPointMake(CGRectGetMinX(aRect), CGRectGetMaxY(aRect) - radius);
point1 = CGPointMake(CGRectGetMinX(aRect), CGRectGetMaxY(aRect));
point2 = CGPointMake(CGRectGetMinX(aRect) + radius, CGRectGetMaxY(aRect));
break;
default:
break;
}
CGContextMoveToPoint(c, point0.x, point0.y);
CGContextAddArcToPoint(c, point1.x, point1.y, point2.x, point2.y, radius);
CGContextStrokePath(c);
}
}
CGContextRestoreGState(c);
}
It's very simple:
[yourView.layer setBorderWidth:5.0];
[yourView.layer setBorderColor:[[UIColor colorWithPatternImage:[UIImage imageNamed:#"DotedImage.png"]] CGColor]];///just add image name and create image with dashed or doted drawing and add here
Here you're just required to add QuartzCore/QuartzCore.h framework in project and import it as below in .m file
#import <QuartzCore/QuartzCore.h>
Or try using
- (void)drawDashedBorderAroundView:(UIView *)v
{
//border definitions
CGFloat cornerRadius = 10;
CGFloat borderWidth = 2;
NSInteger dashPattern1 = 8;
NSInteger dashPattern2 = 8;
UIColor *lineColor = [UIColor orangeColor];
//drawing
CGRect frame = v.bounds;
CAShapeLayer *_shapeLayer = [CAShapeLayer layer];
//creating a path
CGMutablePathRef path = CGPathCreateMutable();
//drawing a border around a view
CGPathMoveToPoint(path, NULL, 0, frame.size.height - cornerRadius);
CGPathAddLineToPoint(path, NULL, 0, cornerRadius);
CGPathAddArc(path, NULL, cornerRadius, cornerRadius, cornerRadius, M_PI, -M_PI_2, NO);
CGPathAddLineToPoint(path, NULL, frame.size.width - cornerRadius, 0);
CGPathAddArc(path, NULL, frame.size.width - cornerRadius, cornerRadius, cornerRadius, -M_PI_2, 0, NO);
CGPathAddLineToPoint(path, NULL, frame.size.width, frame.size.height - cornerRadius);
CGPathAddArc(path, NULL, frame.size.width - cornerRadius, frame.size.height - cornerRadius, cornerRadius, 0, M_PI_2, NO);
CGPathAddLineToPoint(path, NULL, cornerRadius, frame.size.height);
CGPathAddArc(path, NULL, cornerRadius, frame.size.height - cornerRadius, cornerRadius, M_PI_2, M_PI, NO);
//path is set as the _shapeLayer object's path
_shapeLayer.path = path;
CGPathRelease(path);
_shapeLayer.backgroundColor = [[UIColor clearColor] CGColor];
_shapeLayer.frame = frame;
_shapeLayer.masksToBounds = NO;
[_shapeLayer setValue:[NSNumber numberWithBool:NO] forKey:#"isCircle"];
_shapeLayer.fillColor = [[UIColor clearColor] CGColor];
_shapeLayer.strokeColor = [lineColor CGColor];
_shapeLayer.lineWidth = borderWidth;
_shapeLayer.lineDashPattern = [NSArray arrayWithObjects:[NSNumber numberWithInt:dashPattern1], [NSNumber numberWithInt:dashPattern2], nil];
_shapeLayer.lineCap = kCALineCapRound;
//_shapeLayer is added as a sublayer of the view, the border is visible
[v.layer addSublayer:_shapeLayer];
v.layer.cornerRadius = cornerRadius;
}
You can have some study in
http://lukagabric.com/cashapelayer-example-round-corners-view-with-dashed-line-border/
https://github.com/lukagabric/LBorderView
drawing dashed line using CALayer
UIView with a Dashed line
Here is a UIView subclass that can work for any project, it also works for round views:
import UIKit
class CustomDashedView: UIView {
#IBInspectable var cornerRadius: CGFloat = 0 {
didSet {
layer.cornerRadius = cornerRadius
layer.masksToBounds = cornerRadius > 0
}
}
#IBInspectable var dashWidth: CGFloat = 0
#IBInspectable var dashColor: UIColor = .clear
#IBInspectable var dashLength: CGFloat = 0
#IBInspectable var betweenDashesSpace: CGFloat = 0
var dashBorder: CAShapeLayer?
override func layoutSubviews() {
super.layoutSubviews()
dashBorder?.removeFromSuperlayer()
let dashBorder = CAShapeLayer()
dashBorder.lineWidth = dashWidth
dashBorder.strokeColor = dashColor.cgColor
dashBorder.lineDashPattern = [dashLength, betweenDashesSpace] as [NSNumber]
dashBorder.frame = bounds
dashBorder.fillColor = nil
if cornerRadius > 0 {
dashBorder.path = UIBezierPath(roundedRect: bounds, cornerRadius: cornerRadius).cgPath
} else {
dashBorder.path = UIBezierPath(rect: bounds).cgPath
}
layer.addSublayer(dashBorder)
self.dashBorder = dashBorder
}
}
This way you can edit from the Storyboard like this:
I am trying to create the circles below in my iOS app. I know how to make the circles but am not entirely sure on how to get the points along the arc. It has to be in code not an image. Below is also the code I currently have.
- (void)drawRect:(CGRect)rect
{
CGPoint point;
point.x = self.bounds.origin.x + self.bounds.size.width/2;
point.y = self.bounds.origin.y + self.bounds.size.height/2;
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context, 2.0);
CGContextSetStrokeColorWithColor(context, [UIColor blueColor].CGColor);
CGRect circle = CGRectMake(point.x/2,point.y-point.x/2,point.x,point.x);
CGContextAddEllipseInRect(context, circle);
CGContextStrokePath(context);
for (int i = 0; i<8; i++) {
CGRect circleMini = CGRectMake(??????,??????,point.x/4,point.x/4);
CGContextAddEllipseInRect(context, circleMini);
CGContextStrokePath(context);
}
}
UPDATED TO ANSWER
float cita = 0;
for (int i = 0; i<8; i++) {
CGPoint pointCir = CGPointMake(point.x/2 + radius * cos(cita) , (point.y-point.x/2) + radius * sin(cita) );
CGRect circleMini = CGRectMake(pointCir.x,pointCir.y,radius/4,radius/4);
CGContextAddEllipseInRect(context, circleMini);
CGContextStrokePath(context);
cita += M_PI / 4.0;
}
If (x,y) is the center and r is the radius of your big circle, the center of the i-th external circle will be:
center(i) = ( x + r * cos(cita) , y + r * sin(cita) )
Start cita in 0 and increment it PI/4 radians for the next circle (or 45 degrees)
Working implementation
CGFloat cita = 0;
CGFloat bigCircleRadius = point.x / 2.0;
CGFloat smallCircleRadius = bigCircleRadius / 4.0;
for (int i = 0; i < 8; i++) {
CGPoint smallCircleCenter = CGPointMake(point.x + bigCircleRadius * cos(cita) - smallCircleRadius/2.0 , point.y + bigCircleRadius * sin(cita) - smallCircleRadius / 2.0 );
CGRect smallCircleRect = CGRectMake(smallCircleCenter.x,smallCircleCenter.y,smallCircleRadius,smallCircleRadius);
CGContextAddEllipseInRect(context, smallCircleRect);
CGContextStrokePath(context);
cita += M_PI / 4.0;
}
Edit: Added implementation and renamed variables.
- (void)drawRect:(CGRect)rect
{
const NSUInteger kNumCircles = 8u;
CGFloat height = CGRectGetHeight(rect);
CGFloat smallCircleRadius = height / 10.0f;
CGRect bigCircleRect = CGRectInset(rect, smallCircleRadius / 2.0f, smallCircleRadius / 2.0f);
CGFloat bigCircleRadius = CGRectGetHeight(bigCircleRect) / 2.0f;
CGPoint rectCenter = CGPointMake(CGRectGetMidX(rect), CGRectGetMidY(rect));
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context, 2.0f);
CGContextSetStrokeColorWithColor(context, [UIColor blueColor].CGColor);
CGContextAddEllipseInRect(context, bigCircleRect);
CGContextStrokePath(context);
CGFloat alpha = 0;
for (NSUInteger i = 0; i < kNumCircles; i++)
{
CGPoint smallCircleCenter = CGPointMake(rectCenter.x + bigCircleRadius * cos(alpha) - smallCircleRadius/2.0f , rectCenter.y + bigCircleRadius * sin(alpha) - smallCircleRadius / 2.0f );
CGRect smallCircleRect = CGRectMake(smallCircleCenter.x,smallCircleCenter.y,smallCircleRadius,smallCircleRadius);
CGContextAddEllipseInRect(context, smallCircleRect);
CGContextStrokePath(context);
alpha += M_PI / (kNumCircles / 2.0f);
}
}
I need to draw (a bit) complex gradients programmatically. Here is my params.
#define SHADOW_OPACITY 0.35
const size_t num_locations = 4;
const CGFloat locations[num_locations] = { 0, 0.12, 0.42, 1.0 };
const CGFloat components[num_locations * 2] = { 0.0, 1.0 * SHADOW_OPACITY,
0.0, 1.0 * SHADOW_OPACITY,
0.0, 0.73 * SHADOW_OPACITY,
0.0, 0.0 };
Three rings with opacity and a dashed ring inside. All works just fine.
- (void)drawRect:(CGRect)rect
{
[super drawRect:rect];
CGContextRef context = UIGraphicsGetCurrentContext();
[self drawGradientInContext:context];
CGContextSetLineWidth(context, CIRCLE_STROKE_WIDTH);
CGContextBeginPath(context);
CGFloat dashLength = DASH_LENGTH(self.circleRadius);
CGFloat dashArray[] = { dashLength, dashLength };
CGContextSetLineDash(context, 0, dashArray, 2);
CGContextAddArc(context, CGRectGetMidX(self.bounds), CGRectGetMidY(self.bounds), self.circleRadius, 0, 2 * M_PI, YES);
CGContextClosePath(context);
CGContextSetRGBStrokeColor(context, 1.0, 1.0, 1.0, 1.0);
CGContextDrawPath(context, kCGPathStroke);
}
- (void)drawGradientInContext:(CGContextRef)context
{
self.layer.shouldRasterize = YES;
self.layer.rasterizationScale = [UIScreen mainScreen].scale;
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceGray();
CGGradientRef gradient = CGGradientCreateWithColorComponents(colorspace, components, locations, num_locations);
CGPoint gradientCenter = CGPointMake(CGRectGetMidX(self.bounds), CGRectGetMidY(self.bounds));
CGContextDrawRadialGradient(context,
gradient,
gradientCenter,
self.circleRadius - 1,
gradientCenter,
self.circleRadius + SHADOW_WIDTH,
kCGGradientDrawsAfterEndLocation);
CGColorSpaceRelease(colorspace);
CGGradientRelease(gradient);
}
Well, I need to apply zoom.
- (void)zoom:(UIPinchGestureRecognizer *)sender
{
effectiveScale = beginGestureScale * sender.scale;
self.circleRadius = effectiveScale * BASE_RADIUS;
}
- (BOOL)gestureRecognizerShouldBegin:(UIGestureRecognizer *)gestureRecognizer
{
if ([gestureRecognizer isKindOfClass:[UIPinchGestureRecognizer class]]) {
beginGestureScale = effectiveScale ? effectiveScale : 1.0;
}
return YES;
}
Well, since that things are screwed up: it glitches as the hell!
What could I do there?
I am working on "drawing" project.My project works well on screen. But when i test it on retina screen so i got an image like this retina screen!
It works on ipad2 very well.
some part of my code:
CGPoint mid1 = midPoint(previousPoint1, previousPoint2);
CGPoint mid2 = midPoint(currentPoint, previousPoint1);
[curImage drawAtPoint:CGPointMake(0, 0)];
CGContextRef context = UIGraphicsGetCurrentContext();
[self.layer renderInContext:context];
CGContextMoveToPoint(context, mid1.x, mid1.y);
CGContextAddQuadCurveToPoint(context, previousPoint1.x, previousPoint1.y, mid2.x, mid2.y);
if(previousPoint1.x == previousPoint2.x && previousPoint1.y == previousPoint2.y && previousPoint1.x == currentPoint.x && previousPoint1.y == currentPoint.y)
{
CGContextSetLineCap(context, kCGLineCapRound);
}
else
{
CGContextSetLineCap(context, kCGLineCapRound);
}
CGContextSetBlendMode(context, kCGBlendModeNormal);
CGContextSetLineJoin(context, kCGLineJoinRound);
CGContextSetLineWidth(context, self.lineWidth);
CGContextSetStrokeColorWithColor(context, self.lineColor.CGColor);
CGContextSetShouldAntialias(context, YES);
CGContextSetAllowsAntialiasing(context, YES);
CGContextSetFlatness(context, 0.1f);
CGContextSetAlpha(context, self.lineAlpha);
CGContextStrokePath(context);
- (void) calculateMinImageArea:(CGPoint)pp1 :(CGPoint)pp2 :(CGPoint)cp{
CGPoint mid1 = midPoint(pp1, pp2);
CGPoint mid2 = midPoint(cp, pp1);
CGMutablePathRef path = CGPathCreateMutable();
CGPathMoveToPoint(path, NULL, mid1.x, mid1.y);
CGPathAddQuadCurveToPoint(path, NULL, pp1.x, pp1.y, mid2.x, mid2.y);
CGRect bounds = CGPathGetBoundingBox(path);
CGPathRelease(path);
CGRect drawBox = bounds;
//Pad our values so the bounding box respects our line width
drawBox.origin.x -= self.lineWidth * 1;
drawBox.origin.y -= self.lineWidth * 1;
drawBox.size.width += self.lineWidth * 2;
drawBox.size.height += self.lineWidth * 2;
UIGraphicsBeginImageContext(drawBox.size);
[self.layer renderInContext:UIGraphicsGetCurrentContext()];
curImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
[self setNeedsDisplayInRect:drawBox];
[[NSRunLoop currentRunLoop] runMode: NSDefaultRunLoopMode beforeDate: [NSDate date]];
CGPoint midPoint(CGPoint p1, CGPoint p2)
{
return CGPointMake((p1.x + p2.x) * 0.5, (p1.y + p2.y) * 0.5);}