How to get the following brush smoothness(hardness) effect like photoshop?
My attempt:
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSaveGState(context);
CGContextSetLineCap(context, kCGLineCapRound);
CGContextSetLineWidth(context, 30);
CGContextSetStrokeColorWithColor(context, [UIColor colorWithRed:1.0f green:0.0f blue:0.0f alpha:0.5f].CGColor);
CGContextSetShadowWithColor(context, CGSizeMake(0, 0), 20.0f, [UIColor colorWithRed:1.0f green:0.0f blue:0.0f alpha:1.0f].CGColor);
CGContextAddPath(context, path);
CGContextStrokePath(context);
CGContextRestoreGState(context);
I tried adjusting alpha values, and shadow blur factor, but no successful result.
Does anybody have a solution to this? Any help would be appreciated.
On this image you can see following code result. I believe it is almost same to what you want.
Just outer shadow is not just enough to give that smooth effect that is why I add some inner shadow to shape with white color.
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
// Shadows
UIColor* shadow = UIColor.redColor;
CGSize shadowOffset = CGSizeMake(0.1, -0.1);
CGFloat shadowBlurRadius = 11;
UIColor* shadow2 = UIColor.whiteColor; // Here you can adjust softness of inner shadow.
CGSize shadow2Offset = CGSizeMake(0.1, -0.1);
CGFloat shadow2BlurRadius = 9;
// Rectangle Drawing
UIBezierPath* rectanglePath = [UIBezierPath bezierPathWithRoundedRect: CGRectMake(59, 58, 439, 52) cornerRadius: 21];
CGContextSaveGState(context);
CGContextSetShadowWithColor(context, shadowOffset, shadowBlurRadius, [shadow CGColor]);
[UIColor.redColor setFill];
[rectanglePath fill];
// Rectangle Inner Shadow
CGContextSaveGState(context);
UIRectClip(rectanglePath.bounds);
CGContextSetShadowWithColor(context, CGSizeZero, 0, NULL);
CGContextSetAlpha(context, CGColorGetAlpha([shadow2 CGColor]));
CGContextBeginTransparencyLayer(context, NULL);
{
UIColor* opaqueShadow = [shadow2 colorWithAlphaComponent: 1];
CGContextSetShadowWithColor(context, shadow2Offset, shadow2BlurRadius, [opaqueShadow CGColor]);
CGContextSetBlendMode(context, kCGBlendModeSourceOut);
CGContextBeginTransparencyLayer(context, NULL);
[opaqueShadow setFill];
[rectanglePath fill];
CGContextEndTransparencyLayer(context);
}
CGContextEndTransparencyLayer(context);
CGContextRestoreGState(context);
CGContextRestoreGState(context);
}
Regarding size of the shape you have to adjust both inner and outer shadows blur radius.
You can get an effect similar to what you're trying to achieve by blending your shadow with your stroke
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextAddPath(context, path);
CGContextSetLineCap(context, kCGLineCapRound);
CGContextSetLineWidth(context, self.lineWidth);
CGContextSetStrokeColorWithColor(context, [UIColor whiteColor].CGColor);
CGContextSetShadowWithColor(context, CGSizeMake(0.f, 0.f), self.lineWidth/4, [self.lineColor CGColor]);
CGContextSetBlendMode(context, kCGBlendModeMultiply);
CGContextSetAlpha(context, self.lineAlpha);
CGContextStrokePath(context);
With Multiply blending mode, using white color as stroke color and setting the color of the brush you want to the shadow, you get the following result:
I've connected the drawing function to touchesMoved event, so that way the longer I take to paint a part of the image, the harder the "Brush" draws (see the black line).
This probably isn't the perfect answer, but it's the best I can do for my needs.
Grab the FXBlurView: https://github.com/nicklockwood/FXBlurView
You can either draw your strokes on an FXBlurView or convert your UIView to UIImage after you've finished drawing (using the code I took from this answer https://stackoverflow.com/a/22494886/505259):
+ (UIImage *) imageWithView:(UIView *)view
{
UIGraphicsBeginImageContextWithOptions(view.bounds.size, view.opaque, 0.0f);
[view drawViewHierarchyInRect:view.bounds afterScreenUpdates:NO];
UIImage * snapshotImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return snapshotImage;
}
and use FXBlurView's category on UIImage:
- (UIImage *)blurredImageWithRadius:(CGFloat)radius
iterations:(NSUInteger)iterations
tintColor:(UIColor *)tintColor;
to blur the resulting image, giving it a Photoshop soft brush like appearance.
I'm still looking for a real answer though. I have an OpenCV project that requires an exact replica of Photoshop's soft brush tool.
I've been working on drawing the path with inner glow, and somehow succeeded (at least for my taste).
I've implemented the drawing code on top of the levinunnick's Smooth-Line-View. The code is MIT licensed, so you'll need to add it to your project.
Currently you can assign the line color, width and the smoothness for the line you want to draw. Be careful with smoothness, use a float between 0 - 1. I've changed the touch methods cause I needed to access the drawing methods from another view. Check the original code, if you want to revert to the touch methods.
I did not optimize the code, if you've got a better idea, just edit this answer.
Here is the H file:
#interface LineView : UIView
- (instancetype)initWithFrame:(CGRect)frame andColor:(UIColor *)lineColor andWidth:(CGFloat)lineWidth andSmoothness:(CGFloat)lineSmooth;
- (void)touchStartedWith:(CGPoint)location;
- (void)touchMovedWith:(CGPoint)location;
#end
This is the M file:
#import "LineView.h"
static const CGFloat kPointMinDistance = 0.05f;
static const CGFloat kPointMinDistanceSquared = kPointMinDistance * kPointMinDistance;
#interface LineView ()
#property (strong) UIColor *lineColor;
#property (assign) CGFloat lineWidth;
#property (assign) CGFloat lineSmooth;
#property (assign) CGPoint currentPoint;
#property (assign) CGPoint previousPoint;
#property (assign) CGPoint previousPreviousPoint;
#end
#implementation LineView
{
#private
CGMutablePathRef _path;
}
- (instancetype)initWithFrame:(CGRect)frame andColor:(UIColor *)lineColor andWidth:(CGFloat)lineWidth andSmoothness:(CGFloat)lineSmooth
{
self = [super initWithFrame:frame];
if ( self ) {
_path = CGPathCreateMutable();
if ( lineSmooth < 0 ) lineSmooth = 0;
if ( lineSmooth > 1 ) lineSmooth = 1;
self.backgroundColor = [UIColor clearColor];
self.lineColor = lineColor;
self.lineWidth = lineWidth;
self.lineSmooth = lineWidth * ( lineSmooth / 4 );
self.opaque = NO;
}
return self;
}
- (void)drawRect:(CGRect)rect
{
[self.backgroundColor set];
UIRectFill(rect);
#autoreleasepool {
CGColorRef theColor = self.lineColor.CGColor;
UIColor *theClearOpaque = [[UIColor whiteColor] colorWithAlphaComponent:1];
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextAddPath(context, _path);
CGContextSetLineCap(context, kCGLineCapRound);
CGContextSetLineWidth(context, self.lineWidth);
CGContextSetStrokeColorWithColor(context, theColor);
// Outer shadow
CGSize shadowOffset = CGSizeMake(0.1f, -0.1f);
CGFloat shadowBlurRadius = self.lineSmooth;
CGContextSetShadowWithColor(context, shadowOffset, shadowBlurRadius, theColor);
CGContextStrokePath(context);
if ( self.lineSmooth > 0 ) {
// Inner shadow
CGRect bounds = CGPathGetBoundingBox(_path);
CGRect drawBox = CGRectInset(bounds, -2.0f * self.lineWidth, -2.0f * self.lineWidth);
CGContextSaveGState(context);
UIRectClip(drawBox);
CGContextSetShadowWithColor(context, CGSizeZero, 0, NULL);
CGContextSetAlpha(context, CGColorGetAlpha(theClearOpaque.CGColor));
CGContextBeginTransparencyLayer(context, NULL);
{
// Outer shadow
UIColor *oShadow = [theClearOpaque colorWithAlphaComponent:1];
CGContextSetShadowWithColor(context, CGSizeMake(0.1f, -0.1f), self.lineWidth / 64 * self.lineSmooth, oShadow.CGColor);
CGContextSetBlendMode(context, kCGBlendModeSourceOut);
CGContextBeginTransparencyLayer(context, NULL);
[oShadow setFill];
// Draw the line again
CGContextAddPath(context, _path);
CGContextSetLineCap(context, kCGLineCapRound);
CGContextSetLineWidth(context, self.lineWidth);
CGContextSetStrokeColorWithColor(context, oShadow.CGColor);
CGContextStrokePath(context);
CGContextEndTransparencyLayer(context);
}
CGContextEndTransparencyLayer(context);
CGContextRestoreGState(context);
}
}
}
- (void)touchStartedWith:(CGPoint)location
{
self.previousPoint = location;
self.previousPreviousPoint = location;
self.currentPoint = location;
[self touchMovedWith:location];
}
- (void)touchMovedWith:(CGPoint)location
{
CGRect drawBox;
#autoreleasepool {
CGFloat dx = location.x - self.currentPoint.x;
CGFloat dy = location.y - self.currentPoint.y;
if ( ( dx * dx + dy * dy ) < kPointMinDistanceSquared ) {
return;
}
self.previousPreviousPoint = self.previousPoint;
self.previousPoint = self.currentPoint;
self.currentPoint = location;
CGPoint mid1 = midPoint(self.previousPoint, self.previousPreviousPoint);
CGPoint mid2 = midPoint(self.currentPoint, self.previousPoint);
CGMutablePathRef subpath = CGPathCreateMutable();
CGPathMoveToPoint(subpath, NULL, mid1.x, mid1.y);
CGPathAddQuadCurveToPoint(subpath, NULL, self.previousPoint.x, self.previousPoint.y, mid2.x, mid2.y);
CGRect bounds = CGPathGetBoundingBox(subpath);
drawBox = CGRectInset(bounds, -2.0f * self.lineWidth, -2.0f * self.lineWidth);
CGPathAddPath(_path, NULL, subpath);
CGPathRelease(subpath);
}
[self setNeedsDisplayInRect:drawBox];
}
- (void)dealloc
{
CGPathRelease(_path);
_path = NULL;
}
#end
Related
I have an app that basically is a ring size app, I have stored all the CGRect frames in an array and then I pass them into a UIView class. So you can navigate through the array changing the size of the circle.
Works fine on all iOS7 devices, however on an iPad 3 running iOS6 the circle is displaying a different size to that of an iPad mini running iOS7.
What would be causing the discrepancy?
My drawrect code is as follows:
- (void)drawRect:(CGRect)rect
{
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(ctx, 0);
CGRect circlePoint = arect;
CGContextFillEllipseInRect(ctx, circlePoint);
CGColorSpaceRef baseSpace = CGColorSpaceCreateDeviceRGB();
CGGradientRef gradient = [UIColorFromRGB(0xecc7da) newGradientToColor:UIColorFromRGB(0xcc6699)];
CGColorSpaceRelease(baseSpace), baseSpace = NULL;
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSaveGState(context);
CGContextAddEllipseInRect(context, arect);
CGContextClip(context);
CGPoint gradCenter = CGPointMake(self.bounds.size.width/2, self.bounds.size.height/2);
float gradRadius = MIN(arect.size.width , arect.size.height) ;
CGContextDrawRadialGradient (context, gradient, gradCenter, 0, gradCenter, gradRadius, kCGGradientDrawsAfterEndLocation);
CGGradientRelease(gradient), gradient = NULL;
CGContextRestoreGState(context);
CGContextAddEllipseInRect(context, arect);
CGContextDrawPath(context, kCGPathStroke);
}
Ok so an update, here is myView.h file :
#import <UIKit/UIKit.h>
#interface myView : UIView{
CGRect arect;
}
- (id)initWithFrame:(CGRect)frame shaperect:(CGRect)shaperect;
#end
And .m file:
#import "myView.h"
#import "UIColor+EasyGradients.h"
#implementation myView
- (id)initWithFrame:(CGRect)frame shaperect:(CGRect)shaperect;
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
arect = shaperect;
}
return self;
}
- (void)drawRect:(CGRect)rect
{
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(ctx, 0);
CGRect circlePoint = arect;
CGContextFillEllipseInRect(ctx, circlePoint);
CGColorSpaceRef baseSpace = CGColorSpaceCreateDeviceRGB();
CGGradientRef gradient = [UIColorFromRGB(0xecc7da) newGradientToColor:UIColorFromRGB(0xcc6699)];
CGColorSpaceRelease(baseSpace), baseSpace = NULL;
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSaveGState(context);
CGContextAddEllipseInRect(context, arect);
NSLog(#"x = %f | y = %f | w = %f | h = %f", arect.origin.x, arect.origin.y, arect.size.width, arect.size.height);
CGContextClip(context);
CGPoint gradCenter = CGPointMake(self.bounds.size.width/2, self.bounds.size.height/2);
float gradRadius = MIN(arect.size.width , arect.size.height) ;
CGContextDrawRadialGradient (context, gradient, gradCenter, 0, gradCenter, gradRadius, kCGGradientDrawsAfterEndLocation);
CGGradientRelease(gradient), gradient = NULL;
CGContextRestoreGState(context);
CGContextAddEllipseInRect(context, arect);
CGContextDrawPath(context, kCGPathStroke);
}
That file gets called and used from my viewcontroller whos .m code is something like this:
myView *myViewx = [[myView alloc] initWithFrame: container shaperect: CGRectFromString([arrayofRects objectForKey:#"0"])];
myViewx.backgroundColor = [UIColor clearColor];
myViewx.tag = 7;
[self.view addSubview:myViewx];
I'm trying to draw a UIBezierPathShape in iOS7 then apply a shadow. This works great except that when I stroke the path, the stroke shows up behind the shape. How can I rectify this?
Code:
- (void)drawDiamondWithCount:(NSUInteger)count inRect:(CGRect)rect {
CGContextRef ctx = UIGraphicsGetCurrentContext();
UIGraphicsPushContext(ctx);
UIEdgeInsets insets = UIEdgeInsetsMake(cardEdgeInsetTop, cardEdgeInsetRight, cardEdgeInsetBottom, cardEdgeInsetLeft);
CGRect insetsRect = UIEdgeInsetsInsetRect(rect, insets);
CGFloat shapeHeight = insetsRect.size.height / (double) count;
CGRect shapeRect;
for (NSUInteger i = 0; i < count; ++i) {
// Get the rect for the single shape
int numRemainingShapes = count - i - 1;
CGFloat remainingBottomSpace = numRemainingShapes * shapeHeight;
insets = UIEdgeInsetsMake(i * shapeHeight + shapeEdgeInsets, 0, remainingBottomSpace + shapeEdgeInsets, 0);
shapeRect = UIEdgeInsetsInsetRect(insetsRect, insets);
UIBezierPath *path = [self getDiamondPath:shapeRect];
[[UIColor redColor] setFill];
[[UIColor blackColor] setStroke];
UIGraphicsPushContext(ctx);
CGContextSetShadow(ctx, CGSizeMake(5, 2), 5);
[path fill];
UIGraphicsPopContext();
//[path stroke];
}
UIGraphicsPopContext();
}
This gives me what I want, minus the stroke
Uncommenting [path stroke] gives me this. I want the stroke, but don't want to see it behind the shape.
I suspect that instead of UIGraphicsPushContext and UIGraphicsPopContext, I think you want CGContextSaveGState and CGContextRestoreGState:
// create context and configure
CGContextRef ctx = UIGraphicsGetCurrentContext();
[[UIColor redColor] setFill];
[[UIColor blackColor] setStroke];
// create path
UIBezierPath *path = ...;
path.lineJoinStyle = kCGLineJoinMiter;
path.lineWidth = 2.0;
// fill the center with shadow
CGContextSaveGState(ctx);
CGContextSetShadow(ctx, CGSizeMake(5, 2), 5);
[path fill];
CGContextRestoreGState(ctx);
// stroke border without shadow
CGContextSetLineWidth(ctx, 2.0);
[path stroke];
With UIGraphicsPushContext and UIGraphicsPopContext you get:
With CGContextSaveGState and CGContextRestoreGState you get:
I wrote a simple drawRect with a intention of drawing a circle, drop a shadow and fill it with blue. I have successfully achieved drawing a circle and filling it in blue but my shadow is not in effect. Instead of fill if I stroke my circle, i see the shadow is inside the circle and during fill it is drawn over by fill colour
rect to my drawRect has dimension [[CustomButton alloc]initWithFrame:CGRectMake(0, 0, 50, 50)];
#implementation CustomButton
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self)
{
[self setBackgroundColor:[UIColor clearColor]];
}
return self;
}
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGColorRef colorRef = [[UIColor blueColor] CGColor];
CGContextSetStrokeColorWithColor(context, colorRef);
CGContextSetFillColorWithColor(context, [[UIColor blueColor] CGColor]);
CGRect buttonRect = CGRectInset(rect, 3, 3);
CGPoint centerPoint = CGPointMake(CGRectGetMidX(buttonRect ), CGRectGetMidY(buttonRect));
CGFloat radius = CGRectGetWidth(buttonRect) / 2;
CGContextSaveGState(context);
CGContextSetShadow(context, CGSizeMake(15.0, 20.0), 1.0);
CGContextAddArc(context, centerPoint.x, centerPoint.y, radius, 0, 2*M_PI, 1);
CGContextClip(context);
CGContextFillRect(context, buttonRect);
CGContextRestoreGState(context);
CGColorRelease(colorRef);
}
#end
Thank you
Try this:
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGColorRef colorRef = [[UIColor blueColor] CGColor];
CGContextSetStrokeColorWithColor(context, colorRef);
CGContextSetFillColorWithColor(context, [[UIColor blueColor] CGColor]);
CGRect buttonRect = CGRectInset(rect, 3, 3);
CGPoint centerPoint = CGPointMake(CGRectGetMidX(buttonRect ), CGRectGetMidY(buttonRect));
CGFloat radius = CGRectGetWidth(buttonRect) / 2;
CGContextSaveGState(context);
CGContextSetShadow(context, CGSizeMake(2.0, 2.0), 2.0);
CGContextAddArc(context, centerPoint.x, centerPoint.y, radius, 0, 2*M_PI, 1);
//CGContextClip(context);
CGContextFillPath(context);
CGContextRestoreGState(context);
CGColorRelease(colorRef);
}
Your shadow was rectangular and that is why it was not seen under the circle. I changed the call CGContextFillRect to CGContextFillPath, the path which you already create using CGContextAddArc.
Is this what you were going for?
EDIT
You can find a project here: https://bitbucket.org/reydan/so_circleshadow
This question already has answers here:
What's the best approach to draw lines between views?
(2 answers)
Closed 9 years ago.
I have a very simple (well hopefully very simple) question. In Objective-C, how do you draw a line between two points and add it to a UIView? I have tried using a UIImageView and manipulating its Transform property, but that ends up turning the line into a square or a rectangle when using the following code:
[[self tline] setFrame:CGRectMake(start.x, start.y, width, 5)];
[[self tline] setTransform:CGAffineTransformMakeRotation(angle)];
I have two CGPoints, start and end, and I would like to draw a dynamic 5px line between the two points and add it to my subview.
BK:
The point start is the point where the user begins touching the screen, and the point end is the point where the user's finger is currently. Obviously this will move a lot during gameplay. I need to be able to move this line to connect these two points.
I am using the touchesBegan:, Moved:, and Ended: methods to create, move, and destroy the line.
CoreGraphics
I have the following code; how do I add this line to self.view?
CGContextRef c = UIGraphicsGetCurrentContext();
CGFloat color[4] = {1.0f, 1.0f, 1.0f, 0.6f};
CGContextSetStrokeColor(c, color);
CGContextBeginPath(c);
CGContextMoveToPoint(c, start.x, start.y);
CGContextAddLineToPoint(c, end.x, end.y);
CGContextSetLineWidth(c, 5);
CGContextSetLineCap(c, kCGLineCapRound);
CGContextStrokePath(c);
Custom UIView:
#import <UIKit/UIKit.h>
#interface DrawingView : UIView
#property (nonatomic) CGPoint start;
#property (nonatomic) CGPoint end;
- (void)drawRect:(CGRect)rect;
#end
#import "DrawingView.h"
#implementation DrawingView
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
}
return self;
}
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSaveGState(context);
CGContextSetLineCap(context, kCGLineCapSquare);
CGContextSetStrokeColorWithColor(context, [UIColor whiteColor].CGColor); //change color here
CGFloat lineWidth = 5.0; //change line width here
CGContextSetLineWidth(context, lineWidth);
CGPoint startPoint = [self start];
CGPoint endPoint = [self end];
CGContextMoveToPoint(context, startPoint.x + lineWidth/2, startPoint.y + lineWidth/2);
CGContextAddLineToPoint(context, endPoint.x + lineWidth/2, endPoint.y + lineWidth/2);
CGContextStrokePath(context);
CGContextRestoreGState(context);
NSLog(#"%f",_end.x);
}
- (void)setEnd:(CGPoint)end
{
_end = end;
[self setNeedsDisplay];
}
#end
drawRect: is only called when I initialize the view...
Draw method in UIViewController:
- (void)drawTLine:(CGPoint)start withEndPoint:(CGPoint)end
{
[[self dview] setStart:start];
[[self dview] setEnd:end];
[[self dview] drawRect:[self dview].frame];
}
This is how I add the drawing view:
DrawingView* dview = [[DrawingView alloc] initWithFrame:self.view.frame];
[dview setBackgroundColor:[UIColor clearColor]];
[self.view addSubview:dview];
Subclass UIView and perform custom drawing using the drawRect: method
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSaveGState(context);
CGContextSetLineCap(context, kCGLineCapSquare);
CGContextSetStrokeColorWithColor(context, [UIColor blackColor].CGColor); //change color here
CGFloat lineWidth = 1.0; //change line width here
CGContextSetLineWidth(context, lineWidth);
CGPoint startPoint = rect.origin; //change start point here
CGPoint endPoint = {.x = CGRectGetMaxX(rect), .y = startPoint.y} //change end point here
CGContextMoveToPoint(context, startPoint.x + lineWidth/2, startPoint.y + lineWidth/2);
CGContextAddLineToPoint(context, endPoint.x + lineWidth/2, endPoint.y + lineWidth/2);
CGContextStrokePath(context);
CGContextRestoreGState(context);
}
This will draw a black 1px line at the top of your UIView.
If you need to update the line you can just use some properties like
#property (nonatomic) CGPoint startPoint;
and provide a custom implementation for the setter like
- (void)setStartPoint:(CGPoint)point {
_point = point;
[self setNeedsDisplay]; // this will cause drawRect: to be called again
}
Do that for every property that you wish to control and make your drawRect: use such properties for drawing.
you can create and UIBezierPath like this
UIBezierPath path = [[UIBezierPath alloc] init]
[path moveToPoint: CGPoint(x,y)] // X and Y, start point
[path addLineToPoint:CGPoint(x2,y2) // X2 and Y2, end point
if you want to create a shape you can put more points with addLineToPoint: method and finish use
closePath method
I hope help you
i have just a problem with my MKPolyLineView. I simply try to make a color gradient to the Polyline, but with CAGradient it doenst work. I subclasses MKPolylineView and redrawing in
- (void)drawMapRect:(MKMapRect)mapRect zoomScale:(MKZoomScale)zoomScale inContext:(CGContextRef)context
UIColor *darker = [UIColor blackColor];
CGFloat baseWidth = self.lineWidth / zoomScale;
// draw the dark colour thicker
CGContextAddPath(context, self.path);
CGContextSetStrokeColorWithColor(context, darker.CGColor);
CGContextSetLineWidth(context, baseWidth * 1.5);
CGContextSetLineCap(context, self.lineCap);
CGContextStrokePath(context);
// now draw the stroke color with the regular width
CGContextAddPath(context, self.path);
CGContextSetStrokeColorWithColor(context, self.strokeColor.CGColor);
CGContextSetLineWidth(context, baseWidth);
CGContextSetLineCap(context, self.lineCap);
CGContextStrokePath(context);
[super drawMapRect:mapRect zoomScale:zoomScale inContext:context];
}
but even that is not working (StrokeColor = red). Any ideas how to get a gradient into
the Polyline? (Highcolor, centercolor, lowcolor)
Thanks everyone.
To paint a MKPolyline with a gradient, you can use a custom subclass of MKPolylineView. As CoreGraphics does not support stroking a path with a gradient, we have to
convert the path to a shape that traces the paths edge using CGPathCreateCopyByStrokingPath
clip the context to that shape
fill using CGContextDrawLinearGradient
Here is a subclass to get you started:
#interface TWOGradientPolylineView : MKPolylineView
#end
#implementation TWOGradientPolylineView
- (void)strokePath:(CGPathRef)path inContext:(CGContextRef)context
{
CGFloat lineWidth = CGContextConvertSizeToUserSpace(context, (CGSize){self.lineWidth, self.lineWidth}).width;
CGPathRef pathToFill = CGPathCreateCopyByStrokingPath(path, NULL, lineWidth, self.lineCap, self.lineJoin, self.miterLimit);
CGRect rect = CGPathGetBoundingBox(pathToFill);
CGContextAddPath(context, pathToFill);
CGPathRelease(pathToFill);
CGContextClip(context);
CGFloat gradientLocations[2] = {0.0f, 1.0f};
CGFloat gradientColors[8] = {1.0f, 0.0f, 0.0f, 0.75f, 1.0f, 1.0f, 0.0f, 0.75f};
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGGradientRef gradient = CGGradientCreateWithColorComponents(colorSpace, gradientColors, gradientLocations, 2);
CGColorSpaceRelease(colorSpace);
CGPoint gradientStart = rect.origin;
CGPoint gradientEnd = {CGRectGetMaxX(rect), CGRectGetMaxY(rect)};
CGContextDrawLinearGradient(context, gradient, gradientStart, gradientEnd, kCGGradientDrawsAfterEndLocation);
CGGradientRelease(gradient);
}
#end
Here is a screenshot of a path drawn with the class above: