QuarZ例子

1.用Ellipses和Arcs绘制曲线
代码如下:

     // Drawing with a white stroke color

CGContextSetRGBStrokeColor(context, 1.0, 1.0, 1.0, 1.0);

// And draw with a blue fill color

CGContextSetRGBFillColor(context, 0.0, 0.0, 1.0, 1.0);

// Draw them with a 2.0 stroke width so they are a bit more visible.

CGContextSetLineWidth(context, 2.0);

 

// Add an ellipse circumscribed in the given rect to the current path, then stroke it

CGContextAddEllipseInRect(context, CGRectMake(30.0, 30.0, 60.0, 60.0));

CGContextStrokePath(context);

 

// Stroke ellipse convenience that is equivalent to AddEllipseInRect(); StrokePath();

CGContextStrokeEllipseInRect(context, CGRectMake(30.0, 120.0, 60.0, 60.0));

 

// Fill rect convenience equivalent to AddEllipseInRect(); FillPath();

CGContextFillEllipseInRect(context, CGRectMake(30.0, 210.0, 60.0, 60.0));

 

// Stroke 2 seperate arcs

CGContextAddArc(context, 150.060.030.00.0M_PI/2.0false);

CGContextStrokePath(context);

CGContextAddArc(context, 150.060.030.03.0*M_PI/2.0M_PItrue);

CGContextStrokePath(context);


// Stroke 2 arcs together going opposite directions.

CGContextAddArc(context, 150.0150.030.00.0M_PI/2.0false);

CGContextAddArc(context, 150.0150.030.03.0*M_PI/2.0M_PItrue);

CGContextStrokePath(context);


// Stroke 2 arcs together going the same direction..

CGContextAddArc(context, 150.0240.030.00.0M_PI/2.0false);

CGContextAddArc(context, 150.0240.030.0M_PI3.0*M_PI/2.0false);

CGContextStrokePath(context);

 

// Stroke an arc using AddArcToPoint

CGPoint p[3] =

{

CGPointMake(210.0, 30.0),

CGPointMake(210.0, 60.0),

CGPointMake(240.0, 60.0),

};

CGContextMoveToPoint(context, p[0].x, p[0].y);

CGContextAddArcToPoint(context, p[1].x, p[1].y, p[2].x, p[2].y30.0);

CGContextStrokePath(context);

 

// Show the two segments that are used to determine the tangent lines to draw the arc.

CGContextSetRGBStrokeColor(context, 1.0, 0.0, 0.0, 1.0);

CGContextAddLines(context, p, sizeof(p)/sizeof(p[0]));

CGContextStrokePath(context);

 

// As a bonus, we'll combine arcs to create a round rectangle!

 

// Drawing with a white stroke color

CGContextSetRGBStrokeColor(context, 1.0, 1.0, 1.0, 1.0);


// If you were making this as a routine, you would probably accept a rectangle

// that defines its bounds, and a radius reflecting the "rounded-ness" of the rectangle.

CGRect rrect = CGRectMake(210.090.060.060.0);

CGFloat radius = 10.0;

// NOTE: At this point you may want to verify that your radius is no more than half

// the width and height of your rectangle, as this technique degenerates for those cases.

 

// In order to draw a rounded rectangle, we will take advantage of the fact that

// CGContextAddArcToPoint will draw straight lines past the start and end of the arc

// in order to create the path from the current position and the destination position.

 

// In order to create the 4 arcs correctly, we need to know the min, mid and max positions

// on the x and y lengths of the given rectangle.

CGFloat minx = CGRectGetMinX(rrect), midx = CGRectGetMidX(rrect), maxx = CGRectGetMaxX(rrect);

CGFloat miny = CGRectGetMinY(rrect), midy = CGRectGetMidY(rrect), maxy = CGRectGetMaxY(rrect);

 

// Next, we will go around the rectangle in the order given by the figure below.

//       minx    midx    maxx

// miny    2       3       4

// midy   1 9              5

// maxy    8       7       6

// Which gives us a coincident start and end point, which is incidental to this technique, but still doesn't

// form a closed path, so we still need to close the path to connect the ends correctly.

// Thus we start by moving to point 1, then adding arcs through each pair of points that follows.

// You could use a similar tecgnique to create any shape with rounded corners.

 

// Start at 1

CGContextMoveToPoint(context, minx, midy);

// Add an arc through 2 to 3

CGContextAddArcToPoint(context, minx, miny, midx, miny, radius);

// Add an arc through 4 to 5

CGContextAddArcToPoint(context, maxx, miny, maxx, midy, radius);

// Add an arc through 6 to 7

CGContextAddArcToPoint(context, maxx, maxy, midx, maxy, radius);

// Add an arc through 8 to 9

CGContextAddArcToPoint(context, minx, maxy, minx, midy, radius);

// Close the path

CGContextClosePath(context);

// Fill & stroke the path

CGContextDrawPath(context, kCGPathFillStroke);




绘制出的结果如下图:
QuartZ例子(3)---绘制Curves

代码
CGContextAddEllipseInRect(context, CGRectMake(30.0, 30.0, 60.0, 60.0 ));
CGContextStrokePath (context);
就是在指定的矩形区域内添加一个椭圆,使椭圆和矩形的边相切,如上图第一列第一个圆。

此代码 CGContextStrokeEllipseInRect(context, CGRectMake(30.0, 120.0, 60.0, 60.0));等价于上面的两行代码。如上图第一列第二个。

CGContextFillEllipseInRect(context, CGRectMake(30.0, 210.0, 60.0, 60.0));等价于 AddEllipseInRect(); FillPath();如上图第一列第三个。


第二列第一个为绘制的两个单独的圆弧,代码如下:

     // Stroke 2 seperate arcs

CGContextAddArc(context, 150.060.030.00.0M_PI/2.0false);

CGContextStrokePath(context);

CGContextAddArc(context, 150.060.030.03.0*M_PI/2.0M_PItrue);

CGContextStrokePath(context);

其中(150.0,60.0)为圆弧的圆心。30.0为半径,接下来两个参数分别为开始的弧度和结束的弧度,最后一个参数如果为false(0),就是逆时针方向绘制,如果为true(1),就是顺时针方向绘制圆弧。

第二列第二个会绘制两个方向相反的圆弧,第三个为绘制两个方向相同的圆弧。

     // Stroke 2 arcs together going opposite directions.

CGContextAddArc(context, 150.0150.030.00.0M_PI/2.0false);

CGContextAddArc(context, 150.0150.030.03.0*M_PI/2.0M_PItrue);

CGContextStrokePath(context);


// Stroke 2 arcs together going the same direction..

CGContextAddArc(context, 150.0240.030.00.0M_PI/2.0false);

CGContextAddArc(context, 150.0240.030.0M_PI3.0*M_PI/2.0false);

CGContextStrokePath(context);

(其中角度0.0为圆心的正下方,逆时针旋转,角度逐渐变大)

第三列第一个为下列代码:

     // Stroke an arc using AddArcToPoint

CGPoint p[3] =

{

CGPointMake(210.0, 30.0),

CGPointMake(210.0, 60.0),

CGPointMake(240.0, 60.0),

};

CGContextMoveToPoint(context, p[0].x, p[0].y);

CGContextAddArcToPoint(context, p[1].x, p[1].y, p[2].x, p[2].y30.0);

CGContextStrokePath(context);

 

// Show the two segments that are used to determine the tangent lines to draw the arc.

CGContextSetRGBStrokeColor(context, 1.0, 0.0, 0.0, 1.0);

CGContextAddLines(context, p, sizeof(p)/sizeof(p[0]));

CGContextStrokePath(context);


函数 CGContextAddArcToPoint为从current point 到p[1]画切线,接着从p[1]到p[2]画切线,30为圆弧的半径。


第三列第二个为绘制的一个圆角矩形
代码如下:

     CGContextSetRGBStrokeColor(context, 1.0, 1.0, 1.0, 1.0);

CGRect rrect = CGRectMake(210.090.060.060.0);

CGFloat radius = 10.0;


       CGFloat minx = CGRectGetMinX(rrect), midx = CGRectGetMidX(rrect), maxx =CGRectGetMaxX(rrect);

        CGFloat miny = CGRectGetMinY(rrect), midy = CGRectGetMidY(rrect), maxy =CGRectGetMaxY(rrect);

 

// 下面代码的绘制路线如下所示了:

//       minx    midx    maxx

// miny    2       3       4

// midy   1 9              5

// maxy    8       7       6

// 本例中开始点和结束点一样只是一个巧合,所以,我们在最后最好要加上CGContextClosePath


 

// Start at 1

CGContextMoveToPoint(context, minx, midy);

// Add an arc through 2 to 3

CGContextAddArcToPoint(context, minx, miny, midx, miny, radius);

// Add an arc through 4 to 5

CGContextAddArcToPoint(context, maxx, miny, maxx, midy, radius);

// Add an arc through 6 to 7

CGContextAddArcToPoint(context, maxx, maxy, midx, maxy, radius);

// Add an arc through 8 to 9

CGContextAddArcToPoint(context, minx, maxy, minx, midy, radius);

// Close the path

CGContextClosePath(context);

// Fill & stroke the path

CGContextDrawPath(context, kCGPathFillStroke);





2.绘制Beziers &Quadratics曲线

绘制代码如下:

// Drawing with a white stroke color

CGContextSetRGBStrokeColor(context, 1.0, 1.0, 1.0, 1.0);

// Draw them with a 2.0 stroke width so they are a bit more visible.

CGContextSetLineWidth(context, 2.0);

 

// Draw a bezier curve with end points s,e and control points cp1,cp2

CGPoint s = CGPointMake(30.0120.0);

CGPoint e = CGPointMake(300.0120.0);

CGPoint cp1 = CGPointMake(120.030.0);

CGPoint cp2 = CGPointMake(210.0210.0);

CGContextMoveToPoint(context, s.x, s.y);

CGContextAddCurveToPoint(context, cp1.x, cp1.y, cp2.x, cp2.y, e.x, e.y);

CGContextStrokePath(context);

 

// Show the control points.

CGContextSetRGBStrokeColor(context, 1.0, 0.0, 0.0, 1.0);

CGContextMoveToPoint(context, s.x, s.y);

CGContextAddLineToPoint(context, cp1.x, cp1.y);

CGContextMoveToPoint(context, e.x, e.y);

CGContextAddLineToPoint(context, cp2.x, cp2.y);

CGContextStrokePath(context);

 

// Draw a quad curve with end points s,e and control point cp1

CGContextSetRGBStrokeColor(context, 1.0, 1.0, 1.0, 1.0);

s = CGPointMake(30.0, 300.0);

e = CGPointMake(270.0, 300.0);

cp1 = CGPointMake(150.0180.0);

CGContextMoveToPoint(context, s.x, s.y);

CGContextAddQuadCurveToPoint(context, cp1.x, cp1.y, e.x, e.y);

CGContextStrokePath(context);


// Show the control point.

CGContextSetRGBStrokeColor(context, 1.0, 0.0, 0.0, 1.0);

CGContextMoveToPoint(context, s.x, s.y);

CGContextAddLineToPoint(context, cp1.x, cp1.y);

CGContextStrokePath(context);


如图:
QuartZ例子(3)---绘制Curves

上半部分为绘制的bezier曲线,有两个控制点。
下半部分为绘制的quad曲线,有一个控制点。
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