This question is almost self-explanatory: I need to use SpriteKit to draw a line that looks like a sine wave, but I will also need to vary the amplitude of this wave later.
The basic steps...1) Create an SKShapeNode, 2) Generate a sinusoid CGPath, and 3) Assign the CGPath to the shape node's path attribute
-(void)didMoveToView:(SKView *)view {
self.scaleMode = SKSceneScaleModeResizeFill;
// Create an SKShapeNode
SKShapeNode *node = [SKShapeNode node];
node.position = CGPointMake(300.0, 300.0);
// Assign to the path attribute
node.path = [self sineWithAmplitude:20.0 frequency:1.0 width:200.0
centered:YES andNumPoints:32];
[self addChild:node];
}
// Generate a sinusoid CGPath
- (CGMutablePathRef)sineWithAmplitude:(CGFloat)amp frequency:(CGFloat)freq
width:(CGFloat)width centered:(BOOL)centered
andNumPoints:(NSInteger)numPoints {
CGFloat offsetX = 0;
CGFloat offsetY = amp;
// Center the sinusoid within the shape node
if (centered) {
offsetX = -width/2.0;
offsetY = 0;
}
CGMutablePathRef path = CGPathCreateMutable();
// Move to the starting point
CGPathMoveToPoint(path, nil, offsetX, offsetY);
CGFloat xIncr = width / (numPoints-1);
// Construct the sinusoid
for (int i=1;i<numPoints;i++) {
CGFloat y = amp * sin(2*M_PI*freq*i/(numPoints-1));
CGPathAddLineToPoint(path, nil, i*xIncr+offsetX, y+offsetY);
}
return path;
}
Related
I am trying to set a circular avatar of a player of a game with a piechart representation on the avatar's circular border.
Player 1 -
Wins 25%
Lost 70%
Drawn 5%
cell.selectedPhoto.frame = CGRectMake(cell.selectedPhoto.frame.origin.x, cell.selectedPhoto.frame.origin.y, 75, 75);
cell.selectedPhoto.clipsToBounds = YES;
cell.selectedPhoto.layer.cornerRadius = 75/2.0f;
cell.selectedPhoto.layer.borderColor=[UIColor orangeColor].CGColor;
cell.selectedPhoto.layer.borderWidth=2.5f;
cell.selectedBadge.layer.cornerRadius = 15;
I have the UIImageView as a circle already with a single border colour.
At first guess perhaps I will need to clear the border of my UIImageView and have instead a UIView sitting behind my UIImageView that is a standard piechart, but is there a smarter way of doing this?
Thank you in advance.
I would recommend you create a custom UIView subclass for this, that manages various CALayer objects to create this effect. I was going to set about doing this in Core Graphics, but if you ever want to add some nice animations to this, you'll want to stick with Core Animation.
So let's first define our interface.
/// Provides a simple interface for creating an avatar icon, with a pie-chart style border.
#interface AvatarView : UIView
/// The avatar image, to be displayed in the center.
#property (nonatomic) UIImage* avatarImage;
/// An array of float values to define the values of each portion of the border.
#property (nonatomic) NSArray* borderValues;
/// An array of UIColors to define the colors of the border portions.
#property (nonatomic) NSArray* borderColors;
/// The width of the outer border.
#property (nonatomic) CGFloat borderWidth;
/// Animates the border values from their current values to a new set of values.
-(void) animateToBorderValues:(NSArray*)borderValues duration:(CGFloat)duration;
#end
Here we can set the avatar image, border width, and provide an array of colors and values. Next, lets work on implementing this. First we'll want to define some variables that we'll want to keep track of.
#implementation AvatarView {
CALayer* avatarImageLayer; // the avatar image layer
NSMutableArray* borderLayers; // the array containing the portion border layers
UIBezierPath* borderLayerPath; // the path used to stroke the border layers
CGFloat radius; // the radius of the view
}
Next, lets setup our avatarImageLayer, as well as a couple other variables in the initWithFrame method:
-(instancetype) initWithFrame:(CGRect)frame {
if (self = [super initWithFrame:frame]) {
radius = frame.size.width*0.5;
// create border layer array
borderLayers = [NSMutableArray array];
// create avatar image layer
avatarImageLayer = [CALayer layer];
avatarImageLayer.frame = frame;
avatarImageLayer.contentsScale = [UIScreen mainScreen].nativeScale; // scales the layer to the screen scale
[self.layer addSublayer:avatarImageLayer];
}
return self;
}
Next let's define our method that will populate the border layers when the borderValues property updates, allowing the view to have a dynamic number of border layers.
-(void) populateBorderLayers {
while (borderLayers.count > _borderValues.count) { // remove layers if the number of border layers got reduced
[(CAShapeLayer*)[borderLayers lastObject] removeFromSuperlayer];
[borderLayers removeLastObject];
}
NSUInteger colorCount = _borderColors.count;
NSUInteger borderLayerCount = borderLayers.count;
while (borderLayerCount < _borderValues.count) { // add layers if the number of border layers got increased
CAShapeLayer* borderLayer = [CAShapeLayer layer];
borderLayer.path = borderLayerPath.CGPath;
borderLayer.fillColor = [UIColor clearColor].CGColor;
borderLayer.lineWidth = _borderWidth;
borderLayer.strokeColor = (borderLayerCount < colorCount)? ((UIColor*)_borderColors[borderLayerCount]).CGColor : [UIColor clearColor].CGColor;
if (borderLayerCount != 0) { // set pre-animation border stroke positions.
CAShapeLayer* previousLayer = borderLayers[borderLayerCount-1];
borderLayer.strokeStart = previousLayer.strokeEnd;
borderLayer.strokeEnd = previousLayer.strokeEnd;
} else borderLayer.strokeEnd = 0.0; // default value for first layer.
[self.layer insertSublayer:borderLayer atIndex:0]; // not strictly necessary, should work fine with `addSublayer`, but nice to have to ensure the layers don't unexpectedly overlap.
[borderLayers addObject:borderLayer];
borderLayerCount++;
}
}
Next, we want to make a method that can update the layer's stroke start and end values when borderValues gets updated. This could be merged into previous method, but if you want to setup animation you'll want to keep it separate.
-(void) updateBorderStrokeValues {
NSUInteger i = 0;
CGFloat cumulativeValue = 0;
for (CAShapeLayer* s in borderLayers) {
s.strokeStart = cumulativeValue;
cumulativeValue += [_borderValues[i] floatValue];
s.strokeEnd = cumulativeValue;
i++;
}
}
Next, we just need to override the setters in order to update certain aspects of the border and avatar image when the values change:
-(void) setAvatarImage:(UIImage *)avatarImage {
_avatarImage = avatarImage;
avatarImageLayer.contents = (id)avatarImage.CGImage; // update contents if image changed
}
-(void) setBorderWidth:(CGFloat)borderWidth {
_borderWidth = borderWidth;
CGFloat halfBorderWidth = borderWidth*0.5; // we're gonna use this a bunch, so might as well pre-calculate
// set the new border layer path
borderLayerPath = [UIBezierPath bezierPathWithArcCenter:(CGPoint){radius, radius} radius:radius-halfBorderWidth startAngle:-M_PI*0.5 endAngle:M_PI*1.5 clockwise:YES];
for (CAShapeLayer* s in borderLayers) { // apply the new border layer path
s.path = borderLayerPath.CGPath;
s.lineWidth = borderWidth;
}
// update avatar masking
CAShapeLayer* s = [CAShapeLayer layer];
avatarImageLayer.frame = CGRectMake(halfBorderWidth, halfBorderWidth, self.frame.size.width-borderWidth, self.frame.size.height-borderWidth); // update avatar image frame
s.path = [UIBezierPath bezierPathWithArcCenter:(CGPoint){radius-halfBorderWidth, radius-halfBorderWidth} radius:radius-borderWidth startAngle:0 endAngle:M_PI*2.0 clockwise:YES].CGPath;
avatarImageLayer.mask = s;
}
-(void) setBorderColors:(NSArray *)borderColors {
_borderColors = borderColors;
NSUInteger i = 0;
for (CAShapeLayer* s in borderLayers) {
s.strokeColor = ((UIColor*)borderColors[i]).CGColor;
i++;
}
}
-(void) setBorderValues:(NSArray *)borderValues {
_borderValues = borderValues;
[self populateBorderLayers];
[self updateBorderStrokeValues];
}
Finally, we can even take one step further by animating the layers! Let's just add a single of method that can handle this for us.
-(void) animateToBorderValues:(NSArray *)borderValues duration:(CGFloat)duration {
_borderValues = borderValues; // update border values
[self populateBorderLayers]; // do a 'soft' layer update, making sure that the correct number of layers are generated pre-animation. Pre-sets stroke positions to a pre-animation state.
// define stroke animation
CABasicAnimation* strokeAnim = [CABasicAnimation animation];
strokeAnim.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
strokeAnim.duration = duration;
CGFloat cumulativeValue = 0;
for (int i = 0; i < borderLayers.count; i++) {
cumulativeValue += [borderValues[i] floatValue];
CAShapeLayer* s = borderLayers[i];
if (i != 0) [s addAnimation:strokeAnim forKey:#"startStrokeAnim"];
// define stroke end animation
strokeAnim.keyPath = #"strokeEnd";
strokeAnim.fromValue = #(s.strokeEnd);
strokeAnim.toValue = #(cumulativeValue);
[s addAnimation:strokeAnim forKey:#"endStrokeAnim"];
strokeAnim.keyPath = #"strokeStart"; // re-use the previous animation, as the values are the same (in the next iteration).
}
// update presentation layer values
[CATransaction begin];
[CATransaction setDisableActions:YES];
[self updateBorderStrokeValues]; // sets stroke positions.
[CATransaction commit];
}
And that's it! Here's an example of the usage:
AvatarView* v = [[AvatarView alloc] initWithFrame:CGRectMake(50, 50, 200, 200)];
v.avatarImage = [UIImage imageNamed:#"photo.png"];
v.borderWidth = 10;
v.borderColors = #[[UIColor colorWithRed:122.0/255.0 green:108.0/255.0 blue:255.0/255.0 alpha:1],
[UIColor colorWithRed:100.0/255.0 green:241.0/255.0 blue:183.0/255.0 alpha:1],
[UIColor colorWithRed:0 green:222.0/255.0 blue:255.0/255.0 alpha:1]];
// because the border values default to 0, you can add this without even setting the border values initially!
[v animateToBorderValues:#[#(0.4), #(0.35), #(0.25)] duration:2];
Results
Full project: https://github.com/hamishknight/Pie-Chart-Avatar
Actually you can directly create your own layer from CALayer. here is a sample Animation layer from my own project.
AnimationLayer.h
#import <QuartzCore/QuartzCore.h>
#interface AnimationLayer : CALayer
#property (nonatomic,assign ) float percent;
#property (nonatomic, strong) NSArray *percentValues;
#property (nonatomic, strong) NSArray *percentColours;
#end
percentValues are your values for which part is gotten.
it should be #[#(35),#(75),#(100)] for win ratio:%35, loose:%40 and draw:%25.
percentColors are UIColor objects for win, loose and draw.
in `AnimationLayer.m`
#import "AnimationLayer.h"
#import <UIKit/UIKit.h>
#implementation AnimationLayer
#dynamic percent,percentValues,percentColours;
+ (BOOL)needsDisplayForKey:(NSString *)key{
if([key isEqualToString:#"percent"]){
return YES;
}else
return [super needsDisplayForKey:key];
}
- (void)drawInContext:(CGContextRef)ctx
{
CGFloat arcStep = (M_PI *2) / 100 * (1.0-self.percent); // M_PI*2 is equivalent of full cirle
BOOL clockwise = NO;
CGFloat x = CGRectGetWidth(self.bounds) / 2; // circle's center
CGFloat y = CGRectGetHeight(self.bounds) / 2; // circle's center
CGFloat radius = MIN(x, y);
UIGraphicsPushContext(ctx);
// draw colorful circle
CGContextSetLineWidth(ctx, 12);//12 is the width of circle.
CGFloat toDraw = (1-self.percent)*100.0f;
for (CGFloat i = 0; i < toDraw; i++)
{
UIColor *c;
for (int j = 0; j<[self.percentValues count]; j++)
{
if (i <= [self.percentValues[j] intValue]) {
c = self.percentColours[j];
break;
}
}
CGContextSetStrokeColorWithColor(ctx, c.CGColor);
CGFloat startAngle = i * arcStep;
CGFloat endAngle = startAngle + arcStep+0.02;
CGContextAddArc(ctx, x, y, radius-6, startAngle, endAngle, clockwise);//set the radius as radius-(half of your line width.)
CGContextStrokePath(ctx);
}
UIGraphicsPopContext();
}
#end
and in some place where you will use this effect, you should call this like
+(void)addAnimationLayerToView:(UIView *)imageOfPlayer withColors:(NSArray *)colors andValues:(NSArray *)values
{
AnimationLayer *animLayer = [AnimationLayer layer];
animLayer.frame = imageOfPlayer.bounds;
animLayer.percentColours = colors;
animLayer.percentValues = values;
[imageOfPlayer.layer insertSublayer:animLayer atIndex:0];
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"percent"];
[animation setFromValue:#1];
[animation setToValue:#0];
[animation setTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]];
[animation setDuration:6];
[animLayer addAnimation:animation forKey:#"imageAnimation"];
}
I am using a UILongPressGestureRecognizer which works perfectly but the data I get is not precise enough for my use case. CGPoints that I get are rounded off I think.
Example points that I get: 100.5, 103.0 etc. The decimal part is either .5 or .0 . Is there a way to get more precise points? I was hoping for something like .xxxx as in '100.8745' but .xx would do to.
The reason I need this is because I have a circular UIBezierPath, I want to restrict a drag gesture to only that circular path. The item should only be draggable along the circumference of this circle. To do this I calculated 720 points on the circle's boundary using it's radius. Now these points are .xxxx numbers. If I round them off, the drag is not as smooth around the middle section of the circle.This is because in the middle section, the equator, the points on the x-coordinate are very close together. So when I rounded of the y-coordinate, I lost a lot of points and hence the "not so smooth" drag action.
Here is how I calculate the points
for (CGFloat i = -154;i<154;i++) {
CGPoint point = [self pointAroundCircumferenceFromCenter:center forX:i];
[bezierPoints addObject:[NSValue valueWithCGPoint:point]];
i = i - .5;
}
- (CGPoint)pointAroundCircumferenceFromCenter:(CGPoint)center forX:(CGFloat)x
{
CGFloat radius = 154;
CGPoint upperPoint = CGPointZero;
CGPoint lowerPoint = CGPointZero;
//theta used to be the x variable. was first calculating points using the angle
/* point.x = center.x + radius * cosf(theta);
point.y = center.y + radius * sinf(theta);*/
CGFloat y = (radius*radius) - (theta*theta);
upperPoint.x = x+156;
upperPoint.y = 230-sqrtf(y);
lowerPoint.x = x+156;
lowerPoint.y = sqrtf(y)+230;
NSLog(#"x = %f, y = %f",upperPoint.x, upperPoint.y);
[lowerPoints addObject:[NSValue valueWithCGPoint:lowerPoint]];
[upperPoints addObject:[NSValue valueWithCGPoint:upperPoint]];
return upperPoint;
}
I know the code is weird I mean why would I add the points into arrays and return one point back.
Here is how I restrict the movement
-(void)handleLongPress:(UILongPressGestureRecognizer *)recognizer{
CGPoint finalpoint;
CGPoint initialpoint;
CGFloat y;
CGFloat x;
CGPoint tempPoint;
if(recognizer.state == UIGestureRecognizerStateBegan){
initialpoint = [recognizer locationInView:self.view];
CGRect rect = CGRectMake(initialpoint.x, initialpoint.y, 40, 40);
self.hourHand.frame = rect;
self.hourHand.center = initialpoint;
NSLog(#"Long Press Activated at %f,%f",initialpoint.x, initialpoint.y );
}
else if (recognizer.state == UIGestureRecognizerStateChanged){
CGPoint currentPoint = [recognizer locationInView:self.view];
x = currentPoint.x-initialpoint.x;
y = currentPoint.y-initialpoint.y;
tempPoint = CGPointMake( currentPoint.x, currentPoint.y);
NSLog(#"temp point ::%f, %f", tempPoint.x, tempPoint.y);
tempPoint = [self givePointOnCircleForPoint:tempPoint];
self.hourHand.center = tempPoint;
}
else if (recognizer.state == UIGestureRecognizerStateEnded){
// finalpoint = [recognizer locationInView:self.view];
CGRect rect = CGRectMake(tempPoint.x, tempPoint.y, 20, 20);
self.hourHand.frame = rect;
self.hourHand.center = tempPoint;
NSLog(#"Long Press DeActivated at %f,%f",tempPoint.x, tempPoint.y );
}
}
-(CGPoint)givePointOnCircleForPoint:(CGPoint) point{
CGPoint resultingPoint;
for (NSValue *pointValue in allPoints){
CGPoint pointFromArray = [pointValue CGPointValue];
if (point.x == pointFromArray.x) {
// if(point.y > 230.0){
resultingPoint = pointFromArray;
break;
// }
}
}
Basically, I taking the x-coordinate of the "touched point" and returning the y by comparing it to the array of points I calculated earlier.
Currently this code works for half a circle only because, each x has 2 y values because it's a circle, Ignore this because I think this can be easily dealt with.
In the picture, the white circle is the original circle, the black circle is the circle of the points I have from the code+formatting it to remove precision to fit the input I get. If you look around the equator(red highlighted part) you will see a gap between the next points. This gap is my problem.
To answer your original question: On a device with a Retina display, one pixel is 0.5 points, so 0.5 is the best resolution you can get on this hardware.
(On non-Retina devices, 1 pixel == 1 point.)
But it seems to me that you don't need that points array at all. If understand the problem correctly, you can use the following code to
"restrict" (or "project") an arbitrary point to the circumference of the circle:
CGPoint center = ...; // Center of the circle
CGFloat radius = ...; // Radius of the circle
CGPoint point = ...; // The touched point
CGPoint resultingPoint; // Resulting point on the circumference
// Distance from center to point:
CGFloat dist = hypot(point.x - center.x, point.y - center.y);
if (dist == 0) {
// The touched point is the circle center.
// Choose any point on the circumference:
resultingPoint = CGPointMake(center.x + radius, center.y);
} else {
// Project point to circle circumference:
resultingPoint = CGPointMake(center.x + (point.x - center.x)*radius/dist,
center.y + (point.y - center.y)*radius/dist);
}
I want to resize the standard IKImageBrowserCell highlight dimension. I found a similar question on stackoverflow here (at the link you can see the standard IKImageBrowserCell selection highlight).
I' ve found some apple sample code that customize completely the IKImageBrowserCell and also the highlight dimension. these are the two overidden methods that set the frames
- (NSRect) imageFrame
{
// //get default imageFrame and aspect ratio
NSRect imageFrame = [super imageFrame];
if(imageFrame.size.height == 0 || imageFrame.size.width == 0) return NSZeroRect;
float aspectRatio = imageFrame.size.width / imageFrame.size.height;
// compute the rectangle included in container with a margin of at least 10 pixel at the bottom, 5 pixel at the top and keep a correct aspect ratio
NSRect container = [self imageContainerFrame];
container = NSInsetRect(container, 8, 8);
if(container.size.height <= 0) return NSZeroRect;
float containerAspectRatio = container.size.width / container.size.height;
if(containerAspectRatio > aspectRatio){
imageFrame.size.height = container.size.height;
imageFrame.origin.y = container.origin.y;
imageFrame.size.width = imageFrame.size.height * aspectRatio;
imageFrame.origin.x = container.origin.x + (container.size.width - imageFrame.size.width)*0.5;
}
else{
imageFrame.size.width = container.size.width;
imageFrame.origin.x = container.origin.x;
imageFrame.size.height = imageFrame.size.width / aspectRatio;
imageFrame.origin.y = container.origin.y + container.size.height - imageFrame.size.height;
}
//round it
imageFrame.origin.x = floorf(imageFrame.origin.x);
imageFrame.origin.y = floorf(imageFrame.origin.y);
imageFrame.size.width = ceilf(imageFrame.size.width);
imageFrame.size.height = ceilf(imageFrame.size.height);
return imageFrame;
}
//---------------------------------------------------------------------------------
// imageContainerFrame
//
// override the default image container frame
//---------------------------------------------------------------------------------
- (NSRect) imageContainerFrame
{
NSRect container = [super frame];
//make the image container 15 pixels up
container.origin.y += 15;
container.size.height -= 15;
return container;
}
And this is the code that' s generates the selection highlight
/* selection layer */
if(type == IKImageBrowserCellSelectionLayer){
//create a selection layer
CALayer *selectionLayer = [CALayer layer];
selectionLayer.frame = CGRectMake(0, 0, frame.size.height, frame.size.height);
float fillComponents[4] = {1.0, 0, 0.5, 0.3};
float strokeComponents[4] = {1.0, 0.0, 0.5, 1};
//set a background color
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
color = CGColorCreate(colorSpace, fillComponents);
[selectionLayer setBackgroundColor:color];
CFRelease(color);
//set a border color
color = CGColorCreate(colorSpace, strokeComponents);
[selectionLayer setBorderColor:color];
CFRelease(color);
[selectionLayer setBorderWidth:2.0];
[selectionLayer setCornerRadius:5];
return selectionLayer;
}
this is the result of that code:
as you can see the frame of the selection is changed but I can' t modify it in the way I wan' t. I simply want to have the highlight as the same size as the image thumbnail. I' ve tried to modify the selection code (selectionLayer.frame = CGRectMake(0, 0, frame.size.height, frame.size.height);) but nothing happens. Anyone can help me? Thanks!
To custom your selection frame layout, you must override -[IKImageBrowserCell selectionFrame]
Here are the methods that you may want to override if you want to custom the layout of IKImageBrowserCell.
- (NSRect) imageContainerFrame;
- (NSRect) imageFrame;
- (NSRect) selectionFrame;
- (NSRect) titleFrame;
- (NSRect) subtitleFrame;
- (NSImageAlignment) imageAlignment;
Here are the methods that you may want to override if you want to custom the appearance of IKImageBrowserCell
- (CGFloat) opacity;
- (CALayer *) layerForType:(NSString *) type;
I'm drawing a simple circle in the center of the screen:
int radius = 100;
- (void)addCircle {
self.circle = [CAShapeLayer layer];
self.circle.path = [UIBezierPath bezierPathWithRoundedRect:CGRectMake(0, 0, 2.0*radius, 2.0*radius)
cornerRadius:radius].CGPath;
self.circle.position = CGPointMake(CGRectGetMidX(self.view.frame)-radius,
CGRectGetMidY(self.view.frame)-radius);
self.circle.fillColor = [UIColor clearColor].CGColor;
self.circle.strokeColor = [UIColor blackColor].CGColor;
self.circle.lineWidth = 5;
[self.view.layer addSublayer:self.circle];
}
Using the pinch gesture, I allow the user to increase/decrease the radius of the shape:
- (void)scale:(UIPinchGestureRecognizer *)gestureRecognizer {
if (gestureRecognizer.state != UIGestureRecognizerStateBegan) {
if (gestureRecognizer.scale < lastScale) {
--radius;
}
else if (gestureRecognizer.scale > lastScale) {
++radius;
}
// Center the shape in self.view
self.circle.position = CGPointMake(CGRectGetMidX(self.view.frame)-radius, CGRectGetMidY(self.view.frame)-radius);
self.circle.path = [UIBezierPath bezierPathWithRoundedRect:CGRectMake(0, 0, 2.0*radius, 2.0*radius) cornerRadius:radius].CGPath;
}
lastScale = gestureRecognizer.scale;
}
However, the circle doesn't stay dead center. Instead, it bounces around the middle and doesn't settle until the gesture finishes.
Does anyone know why this is happening and if so, how I can prevent it?
There are a few problems in your code. As #tc. said, you're not setting the shape layer's frame (or bounds). The default layer size is CGSizeZero, which is why you're having to offset the layer's position by the radius every time you change the radius.
Also, the position and path properties of a shape layer are animatable. So by default, when you change them, Core Animation will animate them to their new values. The path animation is contributing to your unwanted behavior.
Also, you should set the layer's position or frame based on self.view.bounds, not self.view.frame, because the layer's position/frame is the coordinate system of self.view, not the coordinate system of self.view.superview. This will matter if self.view is the top-level view and you support interface autorotation.
I would suggest revising how you're implementing this. Make radius a CGFloat property, and make setting the property update the layer's bounds and path:
#interface ViewController ()
#property (nonatomic, strong) CAShapeLayer *circle;
#property (nonatomic) CGFloat radius;
#end
#implementation ViewController
- (void)setRadius:(CGFloat)radius {
_radius = radius;
self.circle.bounds = CGRectMake(0, 0, 2 * radius, 2 * radius);
self.circle.path = [UIBezierPath bezierPathWithOvalInRect:self.circle.bounds].CGPath;
}
If you really want to force the radius to be an integer, I suggest internally tracking it as a float anyway, because the user interaction is smoother if it's a float. Just round it in a temporary variable before creating the CGRect for the bounds and path:
CGFloat intRadius = roundf(radius);
self.circle.bounds = CGRectMake(0, 0, 2 * intRadius, 2 * intRadius);
self.circle.path = [UIBezierPath bezierPathWithOvalInRect:self.circle.bounds].CGPath;
In addCircle, just set the radius property and let that setter take care of setting the layer's bounds and path. Also defer setting the layer's position until the system's layout phase. That way, you'll reposition the circle in the center again after an interface rotation.
- (void)viewDidLoad {
[super viewDidLoad];
[self addCircle];
}
- (void)addCircle {
self.circle = [CAShapeLayer layer];
self.circle.fillColor = nil;
self.circle.strokeColor = [UIColor blackColor].CGColor;
self.circle.lineWidth = 5;
self.radius = 100;
[self.view.layer addSublayer:self.circle];
[self.view setNeedsLayout];
}
- (void)viewDidLayoutSubviews {
[super viewDidLayoutSubviews];
self.circle.position = CGPointMake(CGRectGetMidX(self.view.bounds), CGRectGetMidY(self.view.bounds));
}
Finally, to handle a pinch gesture, just set the new radius to the old radius times the gesture's scale. The radius setter will take care of updating the layer's path and bounds. Then reset the gesture's scale to 1. This is simpler than tracking the gesture's prior scale. Also, use CATransaction to disable animation of the path property.
- (IBAction)pinchGestureWasRecognized:(UIPinchGestureRecognizer *)recognizer {
[CATransaction begin]; {
[CATransaction setDisableActions:YES];
self.radius *= recognizer.scale;
recognizer.scale = 1;
} [CATransaction commit];
}
I am making a finger painting app and I am having a hard time giving my brush a nice brush-like feel and texture.
I have this code:
UIColor * brushTexture = [UIColor colorWithPatternImage:[UIImage imageNamed:#"Brush_Black.png"]];
CGContextSetStrokeColorWithColor(UIGraphicsGetCurrentContext(), brushTexture.CGColor);
but my output is like this:
The texture of my brush is tiled. How can I make it fit to the stroke Size and stop the tiling of the image?
Here i found a solution!
UIImage *texture = [UIImage imageNamed:"brush.png"]
CGPoint vector = CGPointMake(currentPoint.x - endPoint.x, currentTPoint.y - endPoint.y);
CGFloat distance = hypotf(vector.x, vector.y);
vector.x /= distance;
vector.y /= distance;
for (CGFloat i = 0; i < distance; i += 1.0f) {
CGPoint p = CGPointMake(endPoint.x + i * vector.x, endPoint.y + i * vector.y);
[texture drawAtPoint:p blendMode:blendMode alpha:0.5f];
}