I have 2 bezierPath. On a first path I draw grid. I handle mouse event and draw new path on first path. I use appendBezierPath, that's all ok, but style of second path don't copy. Cocoa use first path style. How can I append new bezier path with new style.
As example, I draw black grid and I want draw red circle in second path.
UPD:
- (void)drawRect:(NSRect)dirtyRect {
NSRect bounds = [self bounds];
NSGraphicsContext *currentContext = [NSGraphicsContext currentContext];
[backgroundColor set];
NSRectFill(bounds);
[lineColor set];
for(NSUInteger i = 30; i < NSMaxX(bounds); i += 60) {
[path moveToPoint: (NSPoint) {i, 0}];
[path lineToPoint: (NSPoint) {i, NSMaxY(bounds)}];
for(NSUInteger j = 30; j < NSMaxY(bounds); j += 60) {
[path moveToPoint: (NSPoint) {0, j}];
[path lineToPoint: (NSPoint) {NSMaxX(bounds), j}];
}
}
[NSGraphicsContext saveGraphicsState];
[path stroke];
[currentContext restoreGraphicsState];
}
- (void)setDeniedPoint:(NSPoint)point {
NSBezierPath *newPath = [NSBezierPath bezierPath];
[deniedPointColor set];
[newPath setLineWidth:3.0f];
[newPath moveToPoint:(NSPoint) {point.x-4, point.y-4}];
[newPath lineToPoint:(NSPoint) {point.x+4, point.y+4}];
[newPath moveToPoint:(NSPoint) {point.x-4, point.y+4}];
[newPath lineToPoint:(NSPoint) {point.x+4, point.y-4}];
[path appendBezierPath:newPath];
[self setNeedsDisplay:YES];
}
- (void)mouseDown:(NSEvent *)event {
NSPoint currentLocationCursor = [self convertPoint:[event locationInWindow] fromView:nil];
[self setDeniedPoint:currentLocationCursor];
}
Related
I'm trying to draw lines originating from one point (the center of the UIView) like so:
- (void)drawRect:(CGRect)rect {
UIBezierPath *path = [self createPath];
[path stroke];
path = [self createPath];
CGAffineTransform rot = CGAffineTransformMakeRotation(2 * M_PI/16);
[path applyTransform:rot];
[path stroke];
path = [self createPath];
rot = CGAffineTransformMakeRotation( 2 * M_PI/8);
[path applyTransform:rot];
[path stroke];
}
- (UIBezierPath *) createPath {
UIBezierPath *path = [UIBezierPath bezierPath];
CGPoint start = CGPointMake(self.bounds.size.width/2.0f, self.bounds.size.height/2.0f);
CGPoint end = CGPointMake(start.x + start.x/2, start.y);
[path moveToPoint:start];
[path addLineToPoint:end];
return path;
}
The idea is to draw the same line and apply a rotation (around the center = the start of the line). The result is this:
https://dl.dropbox.com/u/103998739/bezierpath.png
The two rotated lines appear to be also offset in some way. The layer anchorpoint is default 0.5/0.5.
What am I doing wrong ?
In iOS, the default coordinate system origin is in the top-left corner of the layer. (The anchorpoint is relevant for the relation between the layer and its superlayer, but not for the coordinate system within the layer.)
To move the origin of the coordinate system to the center of the layer, you can apply a translation first:
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextTranslateCTM(context, self.bounds.size.width/2.0f, self.bounds.size.height/2.0f);
UIBezierPath *path = [self createPath];
[path stroke];
path = [self createPath];
CGAffineTransform rot = CGAffineTransformMakeRotation(2 * M_PI/16);
[path applyTransform:rot];
[path stroke];
path = [self createPath];
rot = CGAffineTransformMakeRotation( 2 * M_PI/8);
[path applyTransform:rot];
[path stroke];
}
- (UIBezierPath *) createPath {
UIBezierPath *path = [UIBezierPath bezierPath];
CGPoint start = CGPointMake(0, 0);
CGPoint end = CGPointMake(self.bounds.size.width/4.0f, 0);
[path moveToPoint:start];
[path addLineToPoint:end];
return path;
}
Result:
I want to make NSTextView dot border, my drawRect: code is below
- (void)drawRect:(NSRect)dirtyRect
{
[super drawRect:dirtyRect];
CGFloat lineDash[2];
lineDash[0] = 1.0;
lineDash[1] = 1.0;
NSBezierPath *path = [NSBezierPath bezierPathWithRect:self.bounds];
[path setLineDash:lineDash count:2 phase:0.0];
[path stroke];
}
I alse want to give some margin between text and border, my code is below
[textView setTextContainerInset:NSMakeSize(0, 10.0)];
[textView setString:#"This is a testThis is a testThis is a testThis is a test"];
But the result is that the top border is missing, who knows how to fix this?
You need to subclass NSScrollView instead of NSTextView. And then you will have a good performance. It can be done like this:
NSScrollView subclass:
-(void)tile {
id contentView = [self contentView];
[super tile];
[contentView setFrame:NSInsetRect([contentView frame], 1.0, 1.0)];
}
-(void)drawRect:(NSRect)dirtyRect {
CGFloat lineDash[2];
lineDash[0] = 1.5;
lineDash[1] = 1.5;
NSBezierPath *path = [NSBezierPath bezierPathWithRect:self.bounds];
[path setLineDash:lineDash count:2 phase:0.0];
[path setLineWidth:2];
[path stroke];
}
Result:
How i can draw a line in a specific window after a button click?
i'm using this:
NSBezierPath * path = [NSBezierPath bezierPath];
[path setLineWidth: 4];
NSPoint startPoint = { 21, 21 };
NSPoint endPoint = { 128,128 };
[path moveToPoint: startPoint];
[path lineToPoint:endPoint];
[[NSColor redColor] set];
[path stroke];
but it work only if i put it in the:
- (void)applicationDidFinishLaunching:(NSNotification *)aNotification
how i can solve this?
my goal is to create an application that can draw lines , according to the details(coordinate) received
thank you.
You should not be drawing outside of a view or layer's drawing method (e.g. drawRect:). What you want to do, in broad strokes, is have a view there that draws the line when a flag is set, and when you click the button, set the flag and tell the view to redraw.
When you click the mouse event. This code will create line, curve and draw.
#import <Cocoa/Cocoa.h>
#interface BezierView : NSView {
NSPoint points[4];
NSUInteger pointCount;
}
#end
#import "BezierView.h"
#implementation BezierView
- (id)initWithFrame:(NSRect)frame {
self = [super initWithFrame:frame];
if (self) {
// Initialization code here.
}
return self;
}
- (void)drawRect:(NSRect)rect
{
NSBezierPath *control1 = [NSBezierPath bezierPath];
[control1 moveToPoint: points[0]];
[control1 lineToPoint: points[1]];
[[NSColor redColor] setStroke];
[control1 setLineWidth: 2];
[control1 stroke];
NSBezierPath *control2 = [NSBezierPath bezierPath];
[control2 moveToPoint: points[2]];
[control2 lineToPoint: points[3]];
[[NSColor greenColor] setStroke];
[control2 setLineWidth: 2];
[control2 stroke];
NSBezierPath *curve = [NSBezierPath bezierPath];
[curve moveToPoint: points[0]];
[curve curveToPoint: points[3]
controlPoint1: points[1]
controlPoint2: points[2]];
[[NSColor blackColor] setStroke];
CGFloat pattern[] = {4, 2, 1, 2};
[curve setLineDash: pattern
count: 4
phase: 1];
[[NSColor grayColor] setFill];
[curve fill];
[curve stroke];
}
- (void)mouseDown: (NSEvent*)theEvent
{
NSPoint click = [self convertPoint: [theEvent locationInWindow]
fromView: nil];
points[pointCount++ % 4] = click;
if (pointCount % 4 == 0)
{
[self setNeedsDisplay: YES];
}
}
#end
The following code renders a zombie with interchangeable coordinates. The only issue is that I have to duplicate the code and create new coordinate variables myself for each zombie. Is there any way I can create copies of the variables so I only have to have one method for multiple zombies verses three methods and three separate variables for three zombies?
int zombieyCord;
int zombiexCord;
-(void)renderZombie
{
NSBezierPath * path = [NSBezierPath bezierPath];
[path setLineWidth:4];
NSPoint center = {zombieyCord,zombiexCord};
[path moveToPoint: center];
[path appendBezierPathWithArcWithCenter:center
radius:5
startAngle:0
endAngle:360];
[[NSColor greenColor] set];
[path fill];
[[NSColor greenColor] set];
[path stroke];
}
Edit:
The spawning is great and works perfectly, but I want the zombies to move properly. Before, the code was that the method was called upon the player moving. This no longer works because I have to call an integer in the method.
+(void)entityZombie:(int)zombiexCord andY:(int)zombieyCord
{
/* Handle Zombie Movement*/
if (xcord != zombiexCord || ycord != zombieyCord)
{
if (xcord > zombiexCord){zombiexCord=zombiexCord+1;}
if (xcord < zombiexCord){zombiexCord=zombiexCord-1;}
if (ycord < zombieyCord){zombieyCord=zombieyCord-1;}
if (ycord > zombieyCord){zombieyCord=zombieyCord+1;}
/* Handle Zombie Render*/
NSBezierPath * path = [NSBezierPath bezierPath];
[path setLineWidth:4];
NSPoint center = {zombieyCord,zombiexCord};
[path moveToPoint: center];
[path appendBezierPathWithArcWithCenter:center
radius:5
startAngle:0
endAngle:360];
[[NSColor greenColor] set];
[path fill];
[[NSColor greenColor] set];
[path stroke];
}
}
Player movement handling just involves rendering the player then [Entity entityZombie];
But as said above, no longer works.
-(void)renderZombieWithX:(int)xCoord andY:(int)yCoord {
NSBezierPath * path = [NSBezierPath bezierPath];
[path setLineWidth:4];
NSPoint center = {xCoord,yCoord};
[path moveToPoint: center];
[path appendBezierPathWithArcWithCenter:center
radius:5
startAngle:0
endAngle:360];
[[NSColor greenColor] set];
[path fill];
[[NSColor greenColor] set];
[path stroke];
}
Call it like this:
[self renderZombieWithX:10 andY:20];
[self renderZombieWithX:13 andY:37];
//...
Further more there is a dedicated function for creating NSPoints:
NSPoint center = NSMakePoint(xCoord, yCoord);
which you might want to use in favor of:
NSPoint center = {xCoord,yCoord};
(see one of my answer's comments on why)
If performance is critical a cached approach like the following might bring performance gain:
static NSImage *sharedZombieStamp;
- (NSImage *)sharedZombie {
#synchronized(sharedZombieStamp) {
if (!sharedZombieStamp) {
CGFloat lineWidth = 4.0;
CGFloat radius = 5.0;
sharedZombieStamp = [[NSImage alloc] initWithSize:NSMakeSize((lineWidth + radius) * 2, (lineWidth + radius) * 2];
[zombieImage lockFocus];
NSBezierPath *path = [NSBezierPath bezierPath];
[path setLineWidth:4];
NSPoint center = NSMakePoint(lineWidth + radius, lineWidth + radius);
[path moveToPoint: center];
[path appendBezierPathWithArcWithCenter:center
radius:radius
startAngle:0
endAngle:360];
[[NSColor greenColor] set];
[path fill];
[[NSColor greenColor] set];
[path stroke];
[zombieImage unlockFocus];
}
}
return sharedZombieStamp;
}
-(void)renderZombieWithX:(int)xCoord andY:(int)yCoord {
NSImage *zombie = [self sharedZombie];
NSSize zombieSize = [zombie size];
[zombie drawAtPoint:NSMakePoint(xCoord - zombieSize.width / 2, yCoord - zombieSize.height / 2)
fromRect:NSMakeRect(0.0, 0.0, zombieSize.width, zombieSize.height)
operation:NSCompositeSourceOver
fraction:1.0];
}
This code is just out of my head though. Went thru no testing, whatsoever. Use with caution ;)
Player.m
//
// PlayerTestAppDelegate.m
// PlayerTest
//
// Created by Someguy on 5/13/11.
// Copyright 2011 Enginering. All rights reserved.
//
#import "Player.h"
#implementation Player
#synthesize window;
//[NSThread sleepForTimeInterval:.1];
// On the program finished loading, do the following..
- (void)applicationDidFinishLaunching:(NSNotification *)aNotification {plyr_size = 10; xcord = 200; ycord = 215; [self DrawPlayer];}
- (void)Clearscreen{NSPoint origin = {0,0}; NSRect rect; rect.origin = origin; rect.size.width=1000; rect.size.height=1000; NSBezierPath * path; path = [NSBezierPath bezierPathWithRect:rect]; [path setLineWidth:4]; [[NSColor whiteColor] set]; [path fill]; [[NSColor whiteColor] set]; [path stroke];}
- (void)DrawPlayer{[self Clearscreen]; NSBezierPath * path = [NSBezierPath bezierPath]; [path setLineWidth:4]; NSPoint center = {ycord,xcord}; [path moveToPoint: center]; [path appendBezierPathWithArcWithCenter: center radius: plyr_size startAngle: 0 endAngle: 360]; [[NSColor grayColor] set]; [path fill]; [[NSColor grayColor] set]; [path stroke];}
//Declare these actions
- (IBAction)PlayerMoveForward:(id)sender {[self PlayerMoveForward];}
- (IBAction)PlayerMoveBackwards:(id)sender {[self PlayerMoveBackwards];}
- (IBAction)PlayerMoveLeft:(id)sender {[self PlayerMoveLeft];}
- (IBAction)PlayerMoveRight:(id)sender {[self PlayerMoveRight];}
// Declare the Methods used for movement
- (void)PlayerMoveForward {xcord=xcord+10; [self DrawPlayer]; [self GetPlayerPostion];}
- (void)PlayerMoveBackwards {xcord=xcord-10; [self DrawPlayer]; [self GetPlayerPostion];}
- (void)PlayerMoveLeft {ycord=ycord-10; [self DrawPlayer]; [self GetPlayerPostion];}
- (void)PlayerMoveRight {ycord=ycord+10; [self DrawPlayer]; [self GetPlayerPostion];}
- (void)GetPlayerPostion {NSLog(#"Player cordinates (%i, %i)",xcord, ycord);}
#end
EntityZombie.m
//
// EntityZombie.m
// PlayerTest
//
// Created by Someguy on 5/13/11.
// Copyright 2011 Enginering. All rights reserved.
//
#import "EntityZombie.h"
#import "Player.h"
#implementation EntityZombie : Player
//- (void)applicationDidFinishLaunching:(NSNotification *)aNotification {[self FollowPlayer];}
- (void)awakeFromNib{[self FollowPlayer];}
- (void)DrawZombie {if ([self CanSpawnZombie] == TRUE){NSBezierPath * path = [NSBezierPath bezierPath]; [path setLineWidth:4]; NSPoint center = {215,200}; [path moveToPoint: center]; [path appendBezierPathWithArcWithCenter: center radius: 18 startAngle: 0 endAngle: 360]; [[NSColor greenColor] set]; [path fill]; [[NSColor greenColor] set]; [path stroke];}}
- (void)FollowPlayer {
NSLog(#"Zombie is following player..");
//zombie_xcord == xcord-1;
//zombie_ycord == ycord-1;
[self DrawZombie];
}
- (BOOL)CanSpawnZombie{return TRUE;}
#end
The zombie will not render and I have the log of
2011-05-13 20:59:22.677 PlayerTest[45207:a0f] Zombie is following player..
Fri May 13 20:59:22 Someguy-MacBook-Pro.local PlayerTest[45207] <Error>: CGContextSetFillColorWithColor: invalid context 0x0
There is no current draw context. The issue is from where you are calling the draw methods. They need to be called from a -(void) drawRect method or, if you'd prefer, you can draw into an image. Either way, there has to be a current draw context.