Disadvantages to using CGMutablePathRef? - ios

I have this code to draw rounded rectangles:
void ContextAddRoundedRect(CGContextRef ctx, CGRect rect, CGFloat radius) {
CGFloat minX = CGRectGetMinX(rect);
CGFloat maxX = CGRectGetMaxX(rect);
CGFloat minY = CGRectGetMinY(rect);
CGFloat maxY = CGRectGetMaxY(rect);
CGContextMoveToPoint(ctx, minX + radius, minY);
CGContextAddArcToPoint(ctx, maxX, minY, maxX, minY + radius, radius);
CGContextAddArcToPoint(ctx, maxX, maxY, maxX - radius, maxY, radius);
CGContextAddArcToPoint(ctx, minX, maxY, minX, maxY - radius, radius);
CGContextAddArcToPoint(ctx, minX, minY, minX + radius, minY, radius);
}
I'm going to convert it to use a CGMutablePathRef for the drawing, because then I can use -[UIBezierPath containsPoint:] (by using +bezierPathWithCGPath: first, as specified in the comments and answer here.)
Are there are any serious/known disadvantages to using CGMutablePathRef as opposed to just drawing directly on the CGContext? My guess is that it's a non-starter, but maybe there's something I'm missing.
(I know I have to release it)

Just use +[UIBezierPath bezierPathWithRoundedRect:cornerRadius:] and save yourself all the trouble. If you really need a CGPathRef from it, then get the CGPath property.
Unless you do this thousands of times per second, it's unlikely to be noticeably slow or take a significant amount of memory.

seems an ok approach to me... maybe you can even cache it somehow? *I mean don't redo the path every time but only when rect or radius change
of course a mutable path will have a higher memory footprint but that should be ignorable in this case
e.g.:
UIBezierPath *pathWithRoundedRect(NSRect rect, CGFloat radius) {
CGMutablePathRef path;
...
id p = [UIBezierPath bezierPathWithCGPath:path];
CGPathRelease(path);
return p;
}

No, CGContext has an internal path, the functions on CGContext to draw, are just calling the equivalent functions on its internal CGMutablePath. There's no reason to not make the CGMutablePath yourself, the path functions on CGContext are a convenience.
If you're not going to draw the path using the CGContext then you're better to make a CGMutablePath.

Related

DrawRect fits 4" screen, but runs off the bottom of 3.5"

Ive Created a DrawRect that fits the screen perfectly when running on a 4" screen. but when applied to a 3.5" the size changes and cant be constrained. Is there a way i can maintain its shape on both? Below is my code:
- (void)drawRect:(CGRect)rect
{
[super drawRect:rect];
CGContextRef context = UIGraphicsGetCurrentContext();
CGRect rrect = CGRectMake(20, 30, 280, 515);
CGFloat radius = 7;
CGFloat minx = CGRectGetMinX(rrect), midx = CGRectGetMidX(rrect), maxx = CGRectGetMaxX(rrect);
CGFloat miny = CGRectGetMinY(rrect), midy = CGRectGetMidY(rrect), maxy = CGRectGetMaxY(rrect);
// Start at 1
CGContextMoveToPoint(context, minx, midy);
// Add an arc through 2 to 3
CGContextAddArcToPoint(context, minx, miny, midx, miny, radius);
// Add an arc through 4 to 5
CGContextAddArcToPoint(context, maxx, miny, maxx, midy, radius);
// Add an arc through 6 to 7
CGContextAddArcToPoint(context, maxx, maxy, midx, maxy, radius);
// Add an arc through 8 to 9
CGContextAddArcToPoint(context, minx, maxy, minx, midy, radius);
// Close the path
CGContextClosePath(context);
CGContextSetStrokeColorWithColor(context, [[UIColor whiteColor] CGColor]);
CGContextSetRGBFillColor(context, 255, 255, 255, 1.0);
// Fill & stroke the path
CGContextDrawPath(context, kCGPathFillStroke);
}

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 !!

Is Point Inside Rounded Rectangle?

I have this code to draw rounded rectangles:
void ContextAddRoundedRect(CGContextRef ctx, CGRect rect, CGFloat radius) {
CGFloat minX = CGRectGetMinX(rect);
CGFloat maxX = CGRectGetMaxX(rect);
CGFloat minY = CGRectGetMinY(rect);
CGFloat maxY = CGRectGetMaxY(rect);
CGContextMoveToPoint(ctx, minX + radius, minY);
CGContextAddArcToPoint(ctx, maxX, minY, maxX, minY + radius, radius);
CGContextAddArcToPoint(ctx, maxX, maxY, maxX - radius, maxY, radius);
CGContextAddArcToPoint(ctx, minX, maxY, minX, maxY - radius, radius);
CGContextAddArcToPoint(ctx, minX, minY, minX + radius, minY, radius);
}
how can I figure out if a given CGPoint is inside my rect, considering the rounded corners?
Instead of building it directly into the CGContextRef like this, you can build it instead as a UIBezierPath, and then use -[UIBezierPath containsPoint:].
When you're ready to actually render your path into the context, you can do so via:
CGContextAddPath(ctx, [myBezierPath CGPath]);

UIView drawRect: is it possible to stroke inside a path?

With core graphics, is it possible to stroke the inside of a path? As opposed to the line weight being drawn half on the outside and half on the inside of a stroked path?
The reason being it would be easier to control the visible thickness of the stroke if say part of a view is on the screen edge and part is not. The part on the screen edge gets cut off, while the view edge that is fully on screen looks thicker (as both sides if the stroke are visible).
Clip to the path before you stroke it.
This draws no stroke:
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetStrokeColorWithColor(context, [UIColor darkGrayColor].CGColor);
CGContextSetLineWidth(context, 14);
CGRect rrect = CGRectMake(CGRectGetMinX(rect), CGRectGetMinY(rect), CGRectGetWidth(rect), CGRectGetHeight(rect));
CGFloat radius = 30;
CGFloat minx = CGRectGetMinX(rrect), midx = CGRectGetMidX(rrect), maxx = CGRectGetMaxX(rrect);
CGFloat miny = CGRectGetMinY(rrect), midy = CGRectGetMidY(rrect), maxy = CGRectGetMaxY(rrect);
CGContextMoveToPoint(context, minx, midy);
CGContextAddArcToPoint(context, minx, miny, midx, miny, radius);
CGContextAddArcToPoint(context, maxx, miny, maxx, midy, radius);
CGContextAddArcToPoint(context, maxx, maxy, midx, maxy, radius);
CGContextAddArcToPoint(context, minx, maxy, minx, midy, radius);
CGContextClosePath(context);
CGContextClip(context);
CGContextDrawPath(context, kCGPathStroke);
}
EDIT: This is what worked (according to the correct answer):
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetStrokeColorWithColor(context, [UIColor darkGrayColor].CGColor);
CGContextSetFillColorWithColor(context, [UIColor blackColor].CGColor);
CGContextSetLineWidth(context, 14);
CGRect pathRect = CGRectMake(10, 10, rect.size.width -20, rect.size.height -20);
CGPathRef path = [UIBezierPath bezierPathWithRoundedRect:pathRect cornerRadius:20].CGPath;
CGContextAddPath(context, path);
CGContextClip(context);
CGContextAddPath(context, path);
CGContextDrawPath(context, kCGPathEOFillStroke);
}

UIView CGGradient clipped to drawn "frame"

I'm trying to make a more sophisticated drawing of a UILabels (or a UIView, putting the UILabel on top, should that be required) background. Since I want this to resize automatically when the user changes iPhone orientation, I am trying to implement this in a subclasses drawRect function. I would love to be able to tune this all in code, omitting the need for pattern images, if it's possible.
I got some hints from some former posts on the subject:
Gradients on UIView and UILabels On iPhone
and
Make Background of UIView a Gradient Without Sub Classing
Unfortunately they both miss the target, since I wanted to combine gradient with custom drawing. I want the CGGradient to be clipped by the line frame I am drawing (visible at the rounded corners) but I can't accomplish this.
The alternative would be to use the CAGradientLayer, which seem to work quite good, but that would require some resising of the frame at rotation, and the gradient layer seem to draw on top of the text, no matter how I try.
My question therefor is twofold
How do I modify the code below to make the gradient clip to the drawn "frame"
How do I make CAGradientLayer draw behind the text of the UILabel (or do I have to put a UIView behind the UILabel with the CAGradientLayer as background)
Here is my drawrect function:
- (void)drawRect:(CGRect)rect {
// Drawing code
CGContextRef c = UIGraphicsGetCurrentContext();
CGContextSetFillColorWithColor(c, [[UIColor clearColor] CGColor]);
CGContextSetStrokeColorWithColor(c, [strokeColor CGColor]);
CGContextSetLineWidth(c, 1);
CGFloat minx = CGRectGetMinX(rect), midx = CGRectGetMidX(rect), maxx = CGRectGetMaxX(rect) ;
CGFloat miny = CGRectGetMinY(rect), midy = CGRectGetMidY(rect), maxy = CGRectGetMaxY(rect) ;
minx = minx + 1;
miny = miny + 1;
maxx = maxx - 1;
maxy = maxy - 1;
CGGradientRef glossGradient;
CGColorSpaceRef rgbColorspace;
size_t num_locations = 2;
CGFloat locations[2] = { 0.0, 1.0 };
CGFloat components[8] = { 0.6, 0.6, 0.6, 1.0, // Start color
0.3, 0.3, 0.3, 1.0 }; // End color
rgbColorspace = CGColorSpaceCreateDeviceRGB();
glossGradient = CGGradientCreateWithColorComponents(rgbColorspace, components, locations, num_locations);
CGRect currentBounds = [self bounds];
CGPoint topCenter = CGPointMake(CGRectGetMidX(currentBounds), 0.0f);
CGPoint midCenter = CGPointMake(CGRectGetMidX(currentBounds), CGRectGetMidY(currentBounds));
CGPoint lowCenter = CGPointMake(CGRectGetMidX(currentBounds), CGRectGetMidY(currentBounds));
CGContextDrawLinearGradient(c, glossGradient, topCenter, midCenter, 0);
CGGradientRelease(glossGradient);
CGColorSpaceRelease(rgbColorspace);
CGContextMoveToPoint(c, minx, midy);
CGContextAddArcToPoint(c, minx, miny, midx, miny, ROUND_SIZE_INFO);
CGContextAddArcToPoint(c, maxx, miny, maxx, midy, ROUND_SIZE_INFO);
CGContextAddArcToPoint(c, maxx, maxy, midx, maxy, ROUND_SIZE_INFO);
CGContextAddArcToPoint(c, minx, maxy, minx, midy, ROUND_SIZE_INFO);
// Close the path
CGContextClosePath(c);
// Fill & stroke the path
CGContextDrawPath(c, kCGPathFillStroke);
// return;
[super drawRect: rect];
What you are looking for is CGContextClip()
Create your path and gradient as in your code, and then
CGContextClip(c);
CGContextDrawLinearGradient(c, glossGradient, topCenter, midCenter, 0);
CGGradientRelease(glossGradient);
(Remove your old call to CGContextDrawLinearGradient)
Also remember to save and restore your context before and after you do any clipping
If your clipping is inverted from what you want, try CGContextEOClip() (or draw your path in reverse order)

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