I'm trying to draw a circle for my Mac Application. The Code is:
- (void)mouseMoved:(NSEvent*)theEvent {
NSPoint thePoint = [[self.window contentView] convertPoint:[theEvent locationInWindow] fromView:nil];
NSLog(#"mouse moved: %f % %f",thePoint.x, thePoint.y);
CGRect circleRect = CGRectMake(thePoint.x, thePoint.y, 20, 20);
CGContextRef context = [[NSGraphicsContext currentContext] graphicsPort];
CGContextSetRGBFillColor(context, 0, 0, 255, 1.0);
CGContextSetRGBStrokeColor(context, 0, 0, 255, 0.5);
CGContextFillEllipseInRect(context, CGRectMake(circleRect.origin.x, circleRect.origin.y, 25, 25));
CGContextStrokeEllipseInRect(context, circleRect);
[self needsDisplay];
}
- (void)mouseMoved: is called perfectly and I can see the correct x and y coordinates in NSLog. But I do not get any circles... surprisingly: If I'm minimizing my application and reopening it (so it "updates" NSView) the circles are perfectly drawn!
mouseMoved is NOT right place to draw anything, unless you're drawing onto the offscreen buffer. If you are going to draw on screen, save thePoint and any other necessary data, call [self setNeedsDisplay:YES] and draw in the drawRect:(NSRect)rect method.
Also, I can't see a reason to use CGContextRef while there is much more "friendly" NSGraphicsContext. Although, it's matter of taste.
An example of the drawing code:
- (void)mouseMoved:(NSEvent*)theEvent {
// thePoint must be declared as the class member
thePoint = [[self.window contentView] convertPoint:[theEvent locationInWindow] fromView:nil];
[self setNeedsDisplay:YES];
}
- (void)drawRect:(NSRect)rect
{
NSRect ovalRect = NSMakeRect(thePoint.x - 100, thePoint.y - 100, 200, 200);
NSBezierPath* oval = [NSBezierPath bezierPathWithOvalInRect:ovalRect];
[[NSColor blueColor] set];
[oval fill];
[[NSColor redColor] set];
[oval stroke];
}
Related
I want to draw lines in a UIView with based the UIView's height. (i.e) line height should be equal to the UIView's height. For that i'm using the following code.
- (void)testDraw :(void(^)(UIImage *image, UIImage *selectedImage))done
{
CGSize imageSize = CGSizeMake(1000, self.bounds.size.height);
//Begin the animation by checking the screen is retina / ordinary
if ([[UIScreen mainScreen] respondsToSelector:#selector(scale)])
UIGraphicsBeginImageContextWithOptions(imageSize, NO, 0.0f);
else
UIGraphicsBeginImageContext(imageSize);
CGContextRef context = UIGraphicsGetCurrentContext();
for (NSInteger intSample=0; intSample < 1000; intSample++) {
if(intSample % self.samplesPerSecond == 0){
//draw separator line
[self drawLine:context fromPoint:CGPointMake(intSample, 0) toPoint:CGPointMake(intSample, self.frame.size.height) color:self.lineColor lineWidth:2.0];
}
}
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
CGRect drawRect = CGRectMake(0, 0, image.size.width, self.frame.size.height);
[self.progressColor set];
UIRectFillUsingBlendMode(drawRect, kCGBlendModeSourceAtop);
UIImage *tintedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
done(image, tintedImage);
}
//Draw the line based on the value received
- (void) drawLine:(CGContextRef) context fromPoint:(CGPoint) fromPoint toPoint:(CGPoint) toPoint color:(UIColor*) color lineWidth:(float) lineWidth{
CGContextBeginPath(context);
//add the lines with sizes that u want
CGContextSetAlpha(context,1.0);
CGContextSetLineWidth(context, lineWidth);
CGContextSetStrokeColorWithColor(context, [color CGColor]);
CGContextMoveToPoint(context, fromPoint.x, fromPoint.y);
CGContextAddLineToPoint(context, toPoint.x, toPoint.y);
CGContextStrokePath(context);
}
When i execute the above code with it working fine in 3.5 inch display, It's working fine. But when i run the same code in 4-inch the line height is not increasing based on the UIView. The lines are not working as like auto layouts.
Thanks in advance, Can anyone give your suggestion to fix this issue.
This seems like a dumb question or maybe I'm just tired but I'm not getting the results I want. I'm not sure I'm getting any results since I can't see my lines. Can someone please tell me what I am doing wrong?
- (void)drawCenterPlus
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context, 20);
[[UIColor redColor] setStroke];
CGPoint hStart;
CGPoint hEnd;
CGPoint vStart;
CGPoint vEnd;
hStart.x = self.center.x - 20.0;
hStart.y = self.center.y;
hEnd.x = self.center.x + 20.0;
hEnd.y = self.center.y;
vStart.x = self.center.x;
vStart.y = self.center.y - 20.0;
vEnd.x = self.center.x;
vEnd.y = self.center.y + 20.0;
//line 1
CGContextBeginPath(context);
CGContextMoveToPoint(context, hStart.x, hStart.y);
CGContextAddLineToPoint(context, hEnd.x, hEnd.y);
CGContextStrokePath(context);
//line 2
CGContextBeginPath(context);
CGContextMoveToPoint(context, vStart.x, vStart.y);
CGContextAddLineToPoint(context, vEnd.x, vEnd.y);
CGContextStrokePath(context);
}
Thank you in advance.
------------------------------------------------------- Additional Info ------------------------------------------
Actually this is called from viewDidLoad. I am just trying to draw a "+" in the center of the view. I've made the view a different color, so that the "+" can be seen. The "+" can be drawn in black, I just want to be able to see it. Yes, I could put a text "+" on the screen but ultimately I need to draw it inside of a rectangle.
I'm going to try again with a blank view to see if the drawing is hiding behind a subview. We'll see. Thank you again for your help.
------------------------------------------------------- Latest Method -----------------------------------------------
OK. Just a new project with one view that only has (hopefully) the red "+" in the middle of the screen. But nothing displays. What am I doing wrong?
#implementation TESTViewController
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context, 20);
[[UIColor redColor] setStroke];
CGPoint hStart;
CGPoint hEnd;
CGPoint vStart;
CGPoint vEnd;
hStart.x = self.view.center.x - 20.0;
hStart.y = self.view.center.y;
hEnd.x = self.view.center.x + 20.0;
hEnd.y = self.view.center.y;
vStart.x = self.view.center.x;
vStart.y = self.view.center.y - 20.0;
vEnd.x = self.view.center.x;
vEnd.y = self.view.center.y + 20.0;
//line 1
CGContextBeginPath(context);
CGContextMoveToPoint(context, hStart.x, hStart.y);
CGContextAddLineToPoint(context, hEnd.x, hEnd.y);
CGContextStrokePath(context);
//line 2
CGContextBeginPath(context);
CGContextMoveToPoint(context, vStart.x, vStart.y);
CGContextAddLineToPoint(context, vEnd.x, vEnd.y);
CGContextStrokePath(context);
}
Check the value of context - I'm guessing it may be nil.
If you put this code inside a UIView subclass's drawRect method it should work as you will have a valid context.
Alternatively, you could create your own UIImage context, draw the shape in that and add the image as a subview. E.g.
- (void)drawCenterPlus {
UIGraphicsBeginImageContext(self.view.frame.size);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context, 20);
[[UIColor redColor] setStroke];
CGPoint hStart;
CGPoint hEnd;
CGPoint vStart;
CGPoint vEnd;
hStart.x = self.view.center.x - 20.0;
hStart.y = self.view.center.y;
hEnd.x = self.view.center.x + 20.0;
hEnd.y = self.view.center.y;
vStart.x = self.view.center.x;
vStart.y = self.view.center.y - 20.0;
vEnd.x = self.view.center.x;
vEnd.y = self.view.center.y + 20.0;
//line 1
CGContextBeginPath(context);
CGContextMoveToPoint(context, hStart.x, hStart.y);
CGContextAddLineToPoint(context, hEnd.x, hEnd.y);
CGContextStrokePath(context);
//line 2
CGContextBeginPath(context);
CGContextMoveToPoint(context, vStart.x, vStart.y);
CGContextAddLineToPoint(context, vEnd.x, vEnd.y);
CGContextStrokePath(context);
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
[self.view addSubview:imageView];
}
CGContextRef context = UIGraphicsGetCurrentContext(); will be nil at this point... you basically want to add this code to your drawing code, unless you want to add static views or images to represent the cross.
The current Context wont be your view object unless it is has focus, which happens automatically by the time the drawRect: method is called.
you can alternately draw to an image and add it to an image view, you can do that in did load, and the drawing will happen automatically from that point on.
The title is fairly specific about what I want to do. I have a custom view and have drawn some elements inside that view. How do I change the autosizing properties programmtically? I have looked around and couldn't find anything that would help me in my case.
Objective C:
- (void)drawRect:(NSRect)HTMLContent {
NSGraphicsContext* gc = [NSGraphicsContext currentContext];
[gc saveGraphicsState];
int height = [[NSScreen mainScreen] frame].size.height;
int screenwidth = [[NSScreen mainScreen] frame].size.width;
int emailInnerContentWidth = screenwidth - 510;
// Horizontal Line
[[NSColor colorWithCalibratedRed:.8 green:.82 blue:.83 alpha:1] setFill];
NSBezierPath* drawingPath = [NSBezierPath bezierPathWithRect:NSMakeRect(337, 570, emailInnerContentWidth, 2)];
[drawingPath fill];
// Social Icon
NSRect outrect = NSMakeRect(355, 585, 58, 58);
[[NSColor lightGrayColor] setStroke];
[[NSColor colorWithPatternImage:[NSImage imageNamed:#"NoSocialIcon.png"]] setFill];
NSBezierPath* outcirclePath = [NSBezierPath bezierPath];
[outcirclePath appendBezierPathWithOvalInRect: outrect];
[[NSColor lightGrayColor] setStroke];[[NSImage imageNamed:#"NoSocialIcon.png"] drawInRect:outrect fromRect:NSZeroRect operation:NSCompositeSourceOver fraction:1];
[outcirclePath stroke];
// Restore graphics state
[gc restoreGraphicsState];
}
I want to set these 2 shapes to not be affected by the bottom of the window changing. I want it to change when the top of the window changes height. I have looked on the Apple docs and nothing seemed to work. Thanks in advance
So, for each of the two shapes:
[shape setAutoresizingMask:NSViewNotSizable | NSViewMaxXMargin | NSViewMinYMargin];
I am creating a drawing application like this, but I have one issue. The problem is that when I draw a line with one color and then draw a line with another color, it gives me combination of both colors where the lines intersect.
- (void)drawRect:(CGRect)rect
{
[curImage drawAtPoint:CGPointMake(0, 0)];
CGPoint mid1 = midPoint(previousPoint1, previousPoint2);
CGPoint mid2 = midPoint(currentPoint, previousPoint1);
CGContextRef context = UIGraphicsGetCurrentContext();
[self.layer renderInContext:context];
CGContextMoveToPoint(context, mid1.x, mid1.y);
CGContextAddQuadCurveToPoint(context, previousPoint1.x, previousPoint1.y, mid2.x, mid2.y);
CGContextSetLineCap(context, kCGLineCapRound);
CGContextSetLineWidth(context, self.lineWidth);
CGContextSetStrokeColorWithColor(context, self.lineColor.CGColor);
CGContextStrokePath(context);
[super drawRect:rect];
[curImage release];
}
The rest of the project is available on GitHub.
Maybe have a look at blend modes.
https://developer.apple.com/library/mac/#documentation/graphicsimaging/Reference/CGContext/Reference/reference.html#//apple_ref/c/tdef/CGBlendMode
I can draw a line by placing the following into a UIView and connecting it to a storyboard View.
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context, 5.0);
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB();
CGFloat components[] = {0.0, 0.0, 1.0, 1.0};
CGColorRef color = CGColorCreate(colorspace, components);
CGContextSetStrokeColorWithColor(context, color);
CGContextMoveToPoint(context, 0, 0);
CGContextAddLineToPoint(context, 10, 50);
CGContextStrokePath(context);
CGColorSpaceRelease(colorspace);
CGColorRelease(color);
}
However, what I want to do is to draw a line whenever a button is pressed. To do this I assume I need to write some code into an IBAction. My problem is that I cannot simply place the above code into the IBAction as it gives me an error.
- (IBAction)draw:(id)sender{
//Place code here
}
My question is, how can I draw a line each time the button is pressed?
How do I connect similar code to draw a different line that will be triggered when I press a button
To draw on a UIView you have to subclass your UIView
In .h
#MyCustomView : UIView {
}
#end
in .m
#implementation MyCustomView
- (void) drawRect: (CGRect) rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context, 5.0);
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB();
CGFloat components[] = {0.0, 0.0, 1.0, 1.0};
CGColorRef color = CGColorCreate(colorspace, components);
CGContextSetStrokeColorWithColor(context, color);
CGContextMoveToPoint(context, 0, 0);
CGContextAddLineToPoint(context, 10, 50);
CGContextStrokePath(context);
CGColorSpaceRelease(colorspace);
CGColorRelease(color);
}
In your ViewController
-(void)methodCallCustomView{
}
- (IBAction)draw:(id)sender{
[self methodCallCustomView];
}
So you want the drawRect: method to be called when you press a button? If so, send the message setNeedsDisplay to the view that has the drawRect: code.