UITableViewCell left side color - ios

I would like to set a color to the most left of my UITableViewCell, BUT I want it to fall withing the bounds of the cell.
Because I use a UITableViewStyleGrouped UITableView I would like the color to have a round corner for the first and last cell. How can I do this?
I currently have the color in the table, but thats it. This is my code:
UIView *theView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 10, cell.frame.size.height)];
[theView setBackgroundColor:[UIColor purpleColor]];
[cell.contentView addSubview:theView];
[[cell textLabel] setText:#"Some row"];
This is the result:
Best regards,
Paul Peelen

I solved it in the end using "CoreGraphics" as NR4TR suggested.
I created a new UIView and rewrote the drawRect function.
This is the result code:
- (void)drawRect:(CGRect)rect {
float radius = 10.0f;
CGContextRef context = UIGraphicsGetCurrentContext();
rect = CGRectInset(rect, 0.0f, 0.0f);
CGContextBeginPath(context);
CGContextMoveToPoint(context, CGRectGetMinX(rect) + radius, CGRectGetMinY(rect));
CGContextAddLineToPoint(context, CGRectGetMaxX(rect), CGRectGetMinY(rect));
if (bottom)
{
CGContextAddArc(context, CGRectGetMinX(rect) + radius, CGRectGetMaxY(rect) - radius, radius, M_PI / 2, M_PI, 0);
}
else {
CGContextAddLineToPoint(context, CGRectGetMaxX(rect), CGRectGetMaxY(rect));
}
CGContextAddLineToPoint(context, CGRectGetMinX(rect), CGRectGetMaxY(rect));
if (top)
{
CGContextAddArc(context, CGRectGetMinX(rect) + radius, CGRectGetMinY(rect) + radius, radius, M_PI, 3 * M_PI / 2, 0);
}
else {
CGContextAddLineToPoint(context, CGRectGetMinX(rect), CGRectGetMinY(rect));
}
CGContextSetFillColorWithColor(context, theColor.CGColor);
CGContextClosePath(context);
CGContextFillPath(context);
}

The fastest and easiest way is to use images for the first and last cells.
There is a bit more sophisticated way - drawing with a help of Core Graphics
EDIT: your case is just a rectangle plus a quoter of ellipse (or just a pie slice).

Related

UIBezierpath setLineDash arc thick and thin [duplicate]

I have this line around my shape:
The problem is, it obviously goes from 1px thick, to 2px. Here's the code I'm using:
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextClearRect(context, rect);
CGContextSetFillColorWithColor(context, [BUTTON_COLOR CGColor]);
CGContextSetStrokeColorWithColor(context, [[UIColor blackColor] CGColor]);
CGContextSetLineWidth(context, 1);
int radius = 8;
CGContextMoveToPoint(context, 0, self.frame.size.height / 2);
CGContextAddLineToPoint(context, POINT_WIDTH, self.frame.size.height);
CGContextAddLineToPoint(context, rect.origin.x + rect.size.width - radius,
rect.origin.y + rect.size.height);
CGContextAddArc(context, rect.origin.x + rect.size.width - radius,
rect.origin.y + rect.size.height - radius, radius, M_PI / 2, 0.0f, 1);
CGContextAddLineToPoint(context, rect.origin.x + rect.size.width, rect.origin.y + radius);
CGContextAddArc(context, rect.origin.x + rect.size.width - radius, rect.origin.y + radius,
radius, 0.0f, -M_PI / 2, 1);
CGContextAddLineToPoint(context, POINT_WIDTH, 0);
CGContextAddLineToPoint(context, 0, self.frame.size.height / 2);
CGContextClosePath(context);
CGContextDrawPath(context, kCGPathFillStroke);
Any ideas?
The reason your top, bottom, and right edges appear thinner than your diagonals is because you are chopping off half of the lines drawn along those edges. As Costique mentioned, Core Graphics draws a stroke so that it is centered on the path. That means half of the stroke lies on one side of the path, and half of the stroke lies on the other side. Since your path runs exactly along the top, right, and bottom edges of your view, half of the stroke falls outside the bounds of your view and isn't drawn.
Costique is also correct that you should move your paths in by .5 points. (Technically you should move by half the stroke width.) However, you're not specifying your coordinates uniformly based on the rect variable, so moving all your paths is difficult.
What you want to do is inset rect by .5 in both dimensions, adjust your graphics context so that its origin is at rect.origin, and use only rect.size to get your coordinates - not self.frame.size. Here's my test:
- (void)drawRect:(CGRect)dirtyRect
{
CGContextRef gc = UIGraphicsGetCurrentContext();
CGContextSaveGState(gc); {
CGContextSetFillColorWithColor(gc, [UIColor colorWithWhite:.9 alpha:1].CGColor);
CGContextSetStrokeColorWithColor(gc, [[UIColor blackColor] CGColor]);
CGContextSetLineWidth(gc, 1);
static const CGFloat Radius = 8;
static const CGFloat PointWidth = 20;
CGRect rect = CGRectInset(self.bounds, .5, .5);
CGContextTranslateCTM(gc, rect.origin.x, rect.origin.x);
rect.origin = CGPointZero;
CGContextMoveToPoint(gc, 0, rect.size.height / 2);
CGContextAddLineToPoint(gc, PointWidth, rect.size.height);
CGContextAddLineToPoint(gc, rect.origin.x + rect.size.width - Radius,
rect.origin.y + rect.size.height);
CGContextAddArc(gc, rect.origin.x + rect.size.width - Radius,
rect.origin.y + rect.size.height - Radius, Radius, M_PI / 2, 0.0f, 1);
CGContextAddLineToPoint(gc, rect.origin.x + rect.size.width, rect.origin.y + Radius);
CGContextAddArc(gc, rect.origin.x + rect.size.width - Radius, rect.origin.y + Radius,
Radius, 0.0f, -M_PI / 2, 1);
CGContextAddLineToPoint(gc, PointWidth, 0);
CGContextAddLineToPoint(gc, 0, rect.size.height / 2);
CGContextClosePath(gc);
CGContextDrawPath(gc, kCGPathFillStroke);
} CGContextRestoreGState(gc);
}
Here's the result:
Core Graphics draws the stroke on the path edge, that is, half of the stroke width lies inside the path, and the other half, outside. Since you cannot draw outside of the view, half of the stroke is clipped by the context. You have to inset the path by half the stroke width.
The complete example:
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextClearRect(context, rect);
CGContextSetFillColorWithColor(context, [BUTTON_COLOR CGColor]);
CGContextSetStrokeColorWithColor(context, [[UIColor blackColor] CGColor]);
CGContextSetLineWidth(context, 1);
int radius = CORNER_RADIUS;
CGRect pathRect = CGRectInset(self.bounds, 0.5f, 0.5f);
CGContextMoveToPoint(context, CGRectGetMinX(pathRect), CGRectGetMidY(pathRect));
CGContextAddLineToPoint(context, CGRectGetMinX(pathRect) + POINT_WIDTH, CGRectGetMaxY(pathRect));
CGContextAddArc(context, CGRectGetMaxX(pathRect) - radius,
CGRectGetMaxY(pathRect) - radius, radius, M_PI / 2, 0.0f, 1);
CGContextAddArc(context, CGRectGetMaxX(pathRect) - radius, CGRectGetMinY(pathRect) + radius,
radius, 0.0f, -M_PI / 2, 1);
CGContextAddLineToPoint(context, CGRectGetMinX(pathRect) + POINT_WIDTH, CGRectGetMinY(pathRect));
CGContextClosePath(context);
CGContextDrawPath(context, kCGPathFillStroke);
Note that several redundant drawing commands are removed without affecting the result. Enjoy.

making a pop up style view on iPhone with arrows objective-c

I having the follow pop up and I want to make the edges curved.
Using this code.
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetStrokeColorWithColor(context, [[UIColor greenColor] CGColor]);
CGFloat baseWidth = 15.0;
CGFloat height = 10.0;
CGContextMoveToPoint(context, self.bounds.size.width / 2.0 - baseWidth / 2.0, height);
CGContextAddLineToPoint(context, self.bounds.size.width / 2.0, 0);
CGContextAddLineToPoint(context, self.bounds.size.width / 2.0 + baseWidth / 2.0, height);
CGContextAddLineToPoint(context, self.bounds.size.width, height);
CGContextAddLineToPoint(context, self.bounds.size.width, self.bounds.size.height);
CGContextAddLineToPoint(context, 0, self.bounds.size.height);
CGContextAddLineToPoint(context, 0, height);
CGContextClosePath(context);
CGContextStrokePath(context);
How can I curve the edges?
You are using Core Graphics and drawing those straight lines right up to each other in the screen shot above. To be able to draw curves you need to add in some calls to CGContectAddArcToPoint, there is also CGContextAddCurveToPoint but that is overkill for your implementation here.
If you want more information about Core Graphics then you can find a bunch of documentation here: https://developer.apple.com/library/mac/documentation/GraphicsImaging/Conceptual/drawingwithquartz2d/dq_paths/dq_paths.html#//apple_ref/doc/uid/TP30001066-CH211-TPXREF101

Draw Triangles inside Circle Objective-C [duplicate]

For an iPhone application I want to draw a circle, that is only for an x percentage filled.
Something like this:
I have no problems calculating the radius, the degrees or the radians, that is no problem. Also drawing the circle is already done. But how do I get the iPhone SDK to draw the part that is filled.
I can draw a rectangle that size, but not part of a circle.
I just want to draw that on a a normal context.
Hope someone can give me any pointers here.
A lot of people have showed you how this can be done in Core Graphics but it can also be done with Core Animation which gives the big addition of easily being able to animate the percentage of the pie shape.
The following code will create both the ring and the partly filled layers (even though you said that you already can draw the ring) since its nice to have both the ring and the pie shape to be drawn using the same method.
If you animate the strokeStart or strokeEnd properties of the pieShape layer you will have the percentage animate. As with all Core Animation code you will need to add QuartzCore.framework to your project and include <QuartzCore/QuartzCore.h> in your code.
// Create a white ring that fills the entire frame and is 2 points wide.
// Its frame is inset 1 point to fit for the 2 point stroke width
CGFloat radius = MIN(self.frame.size.width,self.frame.size.height)/2;
CGFloat inset = 1;
CAShapeLayer *ring = [CAShapeLayer layer];
ring.path = [UIBezierPath bezierPathWithRoundedRect:CGRectInset(self.bounds, inset, inset)
cornerRadius:radius-inset].CGPath;
ring.fillColor = [UIColor clearColor].CGColor;
ring.strokeColor = [UIColor whiteColor].CGColor;
ring.lineWidth = 2;
// Create a white pie-chart-like shape inside the white ring (above).
// The outside of the shape should be inside the ring, therefore the
// frame needs to be inset radius/2 (for its outside to be on
// the outside of the ring) + 2 (to be 2 points in).
CAShapeLayer *pieShape = [CAShapeLayer layer];
inset = radius/2 + 2; // The inset is updated here
pieShape.path = [UIBezierPath bezierPathWithRoundedRect:CGRectInset(self.bounds, inset, inset)
cornerRadius:radius-inset].CGPath;
pieShape.fillColor = [UIColor clearColor].CGColor;
pieShape.strokeColor = [UIColor whiteColor].CGColor;
pieShape.lineWidth = (radius-inset)*2;
// Add sublayers
// NOTE: the following code is used in a UIView subclass (thus self is a view)
// If you instead chose to use this code in a view controller you should instead
// use self.view.layer to access the view of your view controller.
[self.layer addSublayer:ring];
[self.layer addSublayer:pieShape];
Use CGContext's arc functions:
CGContextAddArc(context,
centerX,
centerY,
radius,
startAngleRadians,
endAngleRadians,
clockwise ? 1 : 0);
See the documentation for CGContextAddArc().
Try this:
CGContextMoveToPoint(the center point)
CGContextAddLineToPoint(the starting point of the fill path on the circumference)
CGContextAddArcToPoint(the ending point of the fill path on the circumference)
CGContextAddLineToPoint(the center point)
CGContextFillPath
I implemented a pie progress view that looks similar to what you are doing. It's open source. Hopefully the source code will help.
SSPieProgressView.h source
SSPieProgressView.m source
CircleViewController.h
#import <UIKit/UIKit.h>
#interface CircleViewController : UIViewController
#end
CircleViewController.m
#import "CircleViewController.h"
#import "GraphView.h"
#interface CircleViewController ()
#end
#implementation CircleViewController
- (void)viewDidLoad {
[super viewDidLoad];
GraphView *graphView = [[GraphView alloc] initWithFrame:CGRectMake(100, 100, 200, 200)];
graphView.backgroundColor = [UIColor whiteColor];
graphView.layer.borderColor = [UIColor redColor].CGColor;
graphView.layer.borderWidth = 1.0f;
[self.view addSubview:graphView];
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
#end
GraphView.h
#import <UIKit/UIKit.h>
#interface GraphView : UIView
#end
GraphView.m
#import "GraphView.h"
#implementation GraphView
- (void)drawRect:(CGRect)rect {
CGPoint circleCenter = CGPointMake(self.bounds.size.width / 2, self.bounds.size.height / 2);
[self drawCircleWithCircleCenter:(CGPoint) circleCenter radius:80 firstColor:[UIColor blueColor].CGColor secondeColor:[UIColor redColor].CGColor lineWidth:2 startDegree:0 currentDegree:90];
//[self drawCircleWithCircleCenter2:(CGPoint) circleCenter radius:80 firstColor:[UIColor blueColor].CGColor secondeColor:[UIColor redColor].CGColor lineWidth:2 startDegree:0 currentDegree:90];
}
- (void)drawCircleWithCircleCenter:(CGPoint) circleCenter
radius:(CGFloat)radius
firstColor:(CGColorRef)firstColor
secondeColor:(CGColorRef)secondeColor
lineWidth:(CGFloat)lineWidth
startDegree:(float)startDegree
currentDegree:(float)endDegree {
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context, lineWidth);
CGContextMoveToPoint(context, circleCenter.x, circleCenter.y);
CGContextAddArc(context, circleCenter.x , circleCenter.y, radius, [self radians:startDegree], [self radians:endDegree], 0);
CGContextSetFillColorWithColor(context, firstColor);
CGContextFillPath(context);
CGContextMoveToPoint(context, circleCenter.x, circleCenter.y);
CGContextAddArc(context, circleCenter.x, circleCenter.y, radius, [self radians:endDegree], [self radians:startDegree], 0);
CGContextSetFillColorWithColor(context, secondeColor);
CGContextFillPath(context);
}
- (void)drawCircleWithCircleCenter2:(CGPoint) circleCenter
radius:(CGFloat)radius
firstColor:(CGColorRef)firstColor
secondeColor:(CGColorRef)secondeColor
lineWidth:(CGFloat)lineWidth
startDegree:(float)startDegree
currentDegree:(float)endDegree {
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context, lineWidth);
CGContextMoveToPoint(context, circleCenter.x, circleCenter.y);
CGContextAddArc(context, circleCenter.x , circleCenter.y, radius, [self radians:startDegree], [self radians:endDegree], 0);
CGContextSetFillColorWithColor(context, firstColor);
CGContextFillPath(context);
CGContextMoveToPoint(context, circleCenter.x, circleCenter.y);
CGContextAddArc(context, circleCenter.x, circleCenter.y, radius, [self radians:endDegree], [self radians:startDegree], 0);
CGContextSetStrokeColorWithColor(context, secondeColor);
CGContextStrokePath(context);
}
-(float) radians:(double) degrees {
return degrees * M_PI / 180;
}
#end
note: you can use one of the 2 methods:
"drawCircleWithCircleCenter" or "drawCircleWithCircleCenter2"
this code if you want to split cell on 2 parts only
if you want to split cell on more than 2 parts you can check this : "Drawing a circle ,filled different parts with different color" and check the answer start with this Phrase "we have 6 class"
Well, since nobody used NSBezierPath so far, I figured I could provide the solution I recently used for the same problem:
-(void)drawRect:(NSRect)dirtyRect
{
double start = -10.0; //degrees
double end = 190.0; //degrees
NSPoint center = NSMakePoint(350, 200);
double radius = 50;
NSBezierPath *sector = [NSBezierPath bezierPath];
[sector moveToPoint:center];
[sector appendBezierPathWithArcWithCenter:center radius:radius startAngle:start endAngle:end];
[sector lineToPoint:center];
[sector fill];
}
Below is a full method I am using that does this with Core Graphics, adapting and expanding on mharper's comment above.
This code is for OSX Cocoa, but could easily be changed to iOS, by modifying how you get the context.
- (void)drawPieShapedCircleWithRadius:(CGFloat)radius
strokeColor:(CGColorRef)strokeColor
fillColor:(CGColorRef)fillColor
lineWidth:(CGFloat)lineWidth
currentDegrees:(float)currentDegrees
startDegrees:(float)startDegrees {
// get the context
CGContextRef context = [[NSGraphicsContext currentContext] graphicsPort];
// Set the color of the circle stroke and fill
CGContextSetStrokeColorWithColor(context, strokeColor);
CGContextSetFillColorWithColor(context, fillColor);
// Set the line width of the circle
CGContextSetLineWidth(context, 1);
// Calculate the middle of the circle
CGPoint circleCenter = CGPointMake(self.frame.size.width / 2, self.frame.size.height / 2);
// Move the bezier to the center of the circle
CGContextMoveToPoint(context, circleCenter.x, circleCenter.y); // move to the center point
// Draw the arc from the start point (hardcoded as the bottom of the circle) to the center
CGContextAddLineToPoint(context, circleCenter.x, circleCenter.y + radius);
// Draw the arc around the circle from the start degrees point to the current degrees point
CGContextAddArc(context, circleCenter.x , circleCenter.y, radius, [self radians:startDegrees], [self radians:startDegrees + currentDegrees], 0);
// Draw the line back into the center of the circle
CGContextAddLineToPoint(context, circleCenter.x, circleCenter.y);
// Fill the circle
CGContextFillPath(context);
// Draw the line around the circle
CGContextStrokePath(context);
}
Try this code in a UIView, Example "MyChartClass"...
- (void)drawRect:(CGRect)rect {
int c=(int)[itemArray count];
CGFloat angleArray[c];
CGFloat offset;
int sum=0;
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetAllowsAntialiasing(context, false);
CGContextSetShouldAntialias(context, false);
for(int i=0;i<[itemArray count];i++) {
sum+=[[itemArray objectAtIndex:i] intValue];
}
for(int i=0;i<[itemArray count];i++) {
angleArray[i]=(float)(([[itemArray objectAtIndex:i] intValue])/(float)sum)*(2*3.14);
CGContextMoveToPoint(context, radius, radius);
if(i==0)
CGContextAddArc(context, radius, radius, radius, 0,angleArray[i], 0);
else
CGContextAddArc(context, radius, radius, radius,offset,offset+angleArray[i], 0);
offset+=angleArray[i];
CGContextSetFillColorWithColor(context, ((UIColor *)[myColorArray objectAtIndex:i]).CGColor);
CGContextClosePath(context);
CGContextFillPath(context);
}
}
Implementation in your UIViewController
MyChartClass *myChartClass=[[MyChartClass alloc]initWithFrame:CGRectMake(0, 0, 200, 200)];
myChartClass.backgroundColor = [UIColor clearColor];
myChartClass.itemArray=[[NSArray alloc]initWithObjects:#"75",#"25", nil];
myChartClass.myColorArray=[[NSArray alloc]initWithObjects:[UIColor blackColor],[UIColor whiteColor], nil];
myChartClass.radius=100;
[self.view addSubview:myChartClass];
Regards.

How to draw a triangle over a UIImage in a UIImageView

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.

Trouble drawing CoreGraphics lines in drawRect() method

I'm working on the Stanford CS193p course and am trying to draw a graph. Drawing the axes works, but I can't draw the graph itself. I'm getting the message
CGContextAddLineToPoint: no current point.
when I try to draw. Here's the code.
- (void)drawRect:(CGRect)rect
{
NSLog(#"Drawing Graph View");
CGPoint origin = CGPointMake(20, 350);
CGRect rect2 = CGRectMake(origin.x, origin.y, 250, -250);
[AxesDrawer drawAxesInRect:rect2 originAtPoint:origin scale:[self scale]];
CGContextRef context = UIGraphicsGetCurrentContext();
UIGraphicsPushContext(context);
CGContextSetLineWidth(context, 2);
[[UIColor redColor] setStroke];
CGContextMoveToPoint(context, origin.x, origin.y);
for (CGFloat i=0; i<250; i++) {
CGFloat yChange = [self.dataSource deltaY:self];
CGContextAddLineToPoint(context, origin.x+i, origin.y-yChange);
CGContextStrokePath(context);
}
UIGraphicsPopContext();
}
You have to place CGContextStrokePath(context); outside the for loop. Otherwise it will create a fresh path on every run through the loop and that fails.
Do you not have a problem with:
CGRectMake(origin.x, origin.y, 250, -250)
You specify a negative height!

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