Exemple #1
0
void drawRoundedRect(CGContextRef context, int x, int y){
    
    struct CGRect cgRect;
	struct CGPoint cgPoint;
	cgRect.size.width = 640;
	cgRect.size.height = y+30;
	cgPoint.x = 0;
	cgPoint.y = 5;
	cgRect.origin = cgPoint;
    
    
    //printf("Drawing %f, %f, %f, %f", cgPoint.x, cgPoint.y, cgRect.size.width, cgRect.size.height);
    
    
    CGContextBeginPath(context);
    
    float ovalWidth = 10;
    float ovalHeight = 10;
    
    float fw, fh;
    // If the width or height of the corner oval is zero, then it reduces to a right angle,
    // so instead of a rounded rectangle we have an ordinary one.
    if (ovalWidth == 0 || ovalHeight == 0) {
        CGContextAddRect(context, cgRect);
        return;
    }
    
    //  Save the context's state so that the translate and scale can be undone with a call
    //  to CGContextRestoreGState.
    CGContextSaveGState(context);
    
    //  Translate the origin of the contex to the lower left corner of the rectangle.
    CGContextTranslateCTM(context, CGRectGetMinX(cgRect), CGRectGetMinY(cgRect));
    
    //Normalize the scale of the context so that the width and height of the arcs are 1.0
    CGContextScaleCTM(context, ovalWidth, ovalHeight);
    
    // Calculate the width and height of the rectangle in the new coordinate system.
    fw = CGRectGetWidth(cgRect) / ovalWidth;
    fh = CGRectGetHeight(cgRect) / ovalHeight;
    
    // CGContextAddArcToPoint adds an arc of a circle to the context's path (creating the rounded
    // corners).  It also adds a line from the path's last point to the begining of the arc, making
    // the sides of the rectangle.
    CGContextMoveToPoint(context, fw, fh/2);  // Start at lower right corner
    CGContextAddArcToPoint(context, fw, fh, fw/2, fh, 1);  // Top right corner
    CGContextAddArcToPoint(context, 0, fh, 0, fh/2, 1); // Top left corner
    CGContextAddArcToPoint(context, 0, 0, fw/2, 0, 1); // Lower left corner
    CGContextAddArcToPoint(context, fw, 0, fw, fh/2, 1); // Back to lower right
    
    // Close the path
    CGContextClosePath(context);
    
    CGContextSetRGBFillColor (context, 1, 1, 1, 0.7);
    
    CGContextFillPath(context);
    
    CGContextRestoreGState(context);
    
}
static void addRoundedRectToPath(CGContextRef context, CGRect rect,
										float ovalWidth,
										float ovalHeight)
{
	float fw, fh;
	// If either ovalWidth or ovalHeight is 0, draw a regular rectangle.
	if (ovalWidth == 0 || ovalHeight == 0) {
		CGContextAddRect(context, rect);
	}else{
        CGContextSaveGState(context);
		// Translate to lower-left corner of rectangle.
        CGContextTranslateCTM(context, CGRectGetMinX(rect),
										 CGRectGetMinY(rect));
		// Scale by the oval width and height so that
		// each rounded corner is 0.5 units in radius.
		CGContextScaleCTM(context, ovalWidth, ovalHeight);
		// Unscale the rectangle width by the amount of the X scaling.
		fw = CGRectGetWidth(rect) / ovalWidth;
		// Unscale the rectangle height by the amount of the Y scaling.
		fh = CGRectGetHeight(rect) / ovalHeight;
		// Start at the right edge of the rect, at the midpoint in Y.
		CGContextMoveToPoint(context, fw, fh/2);
		// Segment 1
		CGContextAddArcToPoint(context, fw, fh, fw/2, fh, 0.5);
		// Segment 2
		CGContextAddArcToPoint(context, 0, fh, 0, fh/2, 0.5);
		// Segment 3
		CGContextAddArcToPoint(context, 0, 0, fw/2, 0, 0.5);
		// Segment 4
		CGContextAddArcToPoint(context, fw, 0, fw, fh/2, 0.5);
		// Closing the path adds the last segment.
		CGContextClosePath(context);
		CGContextRestoreGState(context);
	}
}
Exemple #3
0
static void AddRoundedRectToPath(CGContextRef context, CGRect rect,
                                 float ovalWidth, float ovalHeight)
{
    float fw, fh;

    if (ovalWidth == 0 || ovalHeight == 0)
    {
        CGContextAddRect(context, rect);
        return;
    }

    CGContextSaveGState(context);

    CGContextTranslateCTM (context, CGRectGetMinX(rect),
                           CGRectGetMinY(rect));
    CGContextScaleCTM (context, ovalWidth, ovalHeight);
    fw = CGRectGetWidth (rect) / ovalWidth;
    fh = CGRectGetHeight (rect) / ovalHeight;

    CGContextMoveToPoint(context, fw, fh / 2);
    CGContextAddArcToPoint(context, fw, fh, fw / 2, fh, 1);
    CGContextAddArcToPoint(context, 0, fh, 0, fh / 2, 1);
    CGContextAddArcToPoint(context, 0, 0, fw / 2, 0, 1);
    CGContextAddArcToPoint(context, fw, 0, fw, fh / 2, 1);
    CGContextClosePath(context);

    CGContextRestoreGState(context);
}
Exemple #4
0
void drawRoundedRect(CGContextRef context, CGRect rrect)
{
    // Drawing with a white stroke color
    CGContextSetRGBStrokeColor(context, 0.3, 0.3, 0.3, 1.0);
    CGContextSetRGBFillColor(context, 0.3, 0.3, 0.3, 1.0);
    
    // Add Rect to the current path, then stroke it
    //            CGContextAddRect(context, CGRectMake(10.0, 190.0, 290.0, 73.0));
    
    
    CGContextSetLineWidth(context, 1);
    CGFloat radius = 10.0;
    
    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);
    
    CGContextSetRGBStrokeColor(context, 0.0, 0.0, 0.0, 0.0);
    CGContextSetRGBFillColor(context, 1.0, 1.0, 1.0, 1.0);
    
    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);
}
void addRoundedRectToPath(CGContextRef context, CGRect rect, CGFloat radius) {
	CGFloat minX = CGRectGetMinX(rect);
	CGFloat minY = CGRectGetMinY(rect);
	CGFloat maxX = CGRectGetMaxX(rect);
	CGFloat maxY = CGRectGetMaxY(rect);
	CGFloat midX = CGRectGetMidX(rect);
	CGFloat midY = CGRectGetMidY(rect);

	CGContextBeginPath(context);
	CGContextMoveToPoint(context, maxX, midY);
	CGContextAddArcToPoint(context, maxX, maxY, midX, maxY, radius);
	CGContextAddArcToPoint(context, minX, maxY, minX, midY, radius);
	CGContextAddArcToPoint(context, minX, minY, midX, minY, radius);
	CGContextAddArcToPoint(context, maxX, minY, maxX, midY, radius);
	CGContextClosePath(context);
}
static void addRoundedRectToPath(CGContextRef context, CGRect rect, float ovalWidth,
						  float ovalHeight)
{
	float fw, fh;
	// If the width or height of the corner oval is zero, then it reduces to a right angle,
	// so instead of a rounded rectangle we have an ordinary one.
	if (ovalWidth == 0 || ovalHeight == 0) {
		CGContextAddRect(context, rect);
		return;
	}
	
	//  Save the context's state so that the translate and scale can be undone with a call
	//  to CGContextRestoreGState.
	CGContextSaveGState(context);
	
	//  Translate the origin of the contex to the lower left corner of the rectangle.
	CGContextTranslateCTM(context, CGRectGetMinX(rect), CGRectGetMinY(rect));
	
	//Normalize the scale of the context so that the width and height of the arcs are 1.0
	CGContextScaleCTM(context, ovalWidth, ovalHeight);
	
	// Calculate the width and height of the rectangle in the new coordinate system.
	fw = CGRectGetWidth(rect) / ovalWidth;
	fh = CGRectGetHeight(rect) / ovalHeight;
	
	// CGContextAddArcToPoint adds an arc of a circle to the context's path (creating the rounded
	// corners).  It also adds a line from the path's last point to the begining of the arc, making
	// the sides of the rectangle.
	CGContextMoveToPoint(context, fw, fh/2);  // Start at lower right corner
	CGContextAddArcToPoint(context, fw, fh, fw/2, fh, 1);  // Top right corner
	CGContextAddArcToPoint(context, 0, fh, 0, fh/2, 1); // Top left corner
	CGContextAddArcToPoint(context, 0, 0, fw/2, 0, 1); // Lower left corner
	CGContextAddArcToPoint(context, fw, 0, fw, fh/2, 1); // Back to lower right
	
	// Close the path
	CGContextClosePath(context);
	
	// Restore the context's state. This removes the translation and scaling
	// but leaves the path, since the path is not part of the graphics state.
	CGContextRestoreGState(context);
}