Drawing simple lines on iPhone with CoreGraphics

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后悔当初
后悔当初 2021-02-20 18:09

I would like to draw a straight line between where a user touches the screen, and where the touch ends. i need multiple lines, for if the user repeats the touch-drag-release act

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  • 2021-02-20 18:26

    You haven't defined the type for c:

    CGContextRef c = UIGraphicsGetCurrentContext();
    
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  • 2021-02-20 18:26

    I know this is an old question, but based on the answer I wrote the following in Swift:

    override func drawRect(rect: CGRect) {
        super.drawRect(rect)
    
        UIColor.blackColor().setStroke() // update with correct color
    
        let path = UIBezierPath()
        path.lineWidth = UIScreen.mainScreen().scale > 1 ? 0.5 : 1
    
        // change the points to what you need them to be
        let leftPoint = CGPointMake(0, CGRectGetHeight(rect))
        let rightPoint = CGPointMake(CGRectGetWidth(rect), CGRectGetHeight(rect))
    
        path.moveToPoint(leftPoint)
        path.addLineToPoint(rightPoint)
    
        path.stroke()
    }
    
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  • 2021-02-20 18:38

    Swift 3

    Here is a full example for drawing lines (a grid) in a separate image and then added this image (as an overlay) to an existing image, in this case called 'boardImage' .

    // ----------------------------------------------------------------------------------------
    // DRAW LINES ON THE BOARD IMAGE
    // ----------------------------------------------------------------------------------------
        private func drawLinesOnBoard() {
    
            // 1. DEFINE AN OFFSET AND THE SIZE OF ONE GRIDFIELD
    
            let offSet      : CGFloat = 20
            let fieldWidth  : CGFloat = 60
    
            // 2. CREATE A IMAGE GRAPHICS CONTEXT AND DRAW LINES ON IT
    
            UIGraphicsBeginImageContext(boardImage.boundsSize)
    
            if let currentContext = UIGraphicsGetCurrentContext() {
    
                currentContext.setLineWidth(1)  // set strokeWidth
                currentContext.setStrokeColor(UIColor.init(colorLiteralRed: 0.85, green: 1, blue: 0.85, alpha: 0.85).cgColor)
                currentContext.setLineJoin(.round)
                currentContext.setLineDash(phase: 1, lengths: [offSet / 4, offSet / 5])
    
                // VERTICAL LINES
                for multiplyer in (1...5) {
    
                    let startPoint  : CGPoint = CGPoint(x: offSet + CGFloat(multiplyer) * fieldWidth, y: offSet)
                    let endPoint    : CGPoint = CGPoint(x: startPoint.x, y: boardImage.frame.height - offSet)
    
                    /* Start the line at this point */
                    currentContext.move(to: startPoint)
    
                    /* And end it at this point */
                    currentContext.addLine(to: endPoint)
                }
    
                // HORIZONTAL LINES
                for multiplyer in (1...5) {
    
                    let startPoint  : CGPoint = CGPoint(x: offSet, y: offSet + CGFloat(multiplyer) * fieldWidth)
                    let endPoint    : CGPoint = CGPoint(x:boardImage.frame.width - offSet, y: startPoint.y)
    
                    /* Start the line at this point */
                    currentContext.move(to: startPoint)
    
                    /* And end it at this point */
                    currentContext.addLine(to: endPoint)
                }
    
                currentContext.strokePath()
    
                // 3. CREATE AN IMAGE OF THE DRAWN LINES AND ADD TO THE BOARD
    
                if let linesImage : UIImage = UIGraphicsGetImageFromCurrentImageContext() {
                    let linesImageView : UIImageView = UIImageView(image: linesImage)
                    let theCenter : CGPoint = CGPoint(x: boardImage.bounds.width / 2, y: boardImage.bounds.height / 2)
                    boardImage.addSubview(linesImageView)
                    linesImageView.center = theCenter
                    isBoardLinesDrawn = true
                }
            }
    
            // 4. END THE GRAPHICSCONTEXT
            UIGraphicsEndImageContext()
    
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  • 2021-02-20 18:42

    The Problem is that UIGraphicsGetCurrentContext() will return a null-reference. If you want to draw into an UIImage you can get the CGContextRef as follows:

    UIGraphicsBeginImageContext(anUIImage);
    

    now calling UIGraphicsGetCurrentContext() will not longer return a null-reference.

    ... drawing goes here

    UIImage* drawnImage = UIGraphicsGetImageFromCurrentImageContext();
    // display the image on an view
    UIGraphicsEndImageContext();  
    
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  • 2021-02-20 18:47

    The complete code is as below.

    /* Set the color that we want to use to draw the line */ 
    [[UIColor brownColor] set];
    /* Get the current graphics context */ 
    CGContextRef currentContext =UIGraphicsGetCurrentContext();
    /* Set the width for the line */
    CGContextSetLineWidth(currentContext,5.0f);
    /* Start the line at this point */ 
    CGContextMoveToPoint(currentContext,50.0f, 10.0f);
    /* And end it at this point */ 
    CGContextAddLineToPoint(currentContext,100.0f, 200.0f);
    /* Use the context's current color to draw the line */
    CGContextStrokePath(currentContext);
    
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