QuartzDemo/QuartzCurves.m

/*
     File: QuartzCurves.m
 Abstract: Demonstrates using Quartz to draw ellipses & arcs (QuartzEllipseArcView) and bezier & quadratic curves (QuartzBezierView).
  Version: 3.0
 
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*/
#import "QuartzCurves.h"
 
@implementation QuartzEllipseArcView
 
-(void)drawInContext:(CGContextRef)context
{
    // 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, 150.0, 60.0, 30.0, 0.0, M_PI/2.0, false);
    CGContextStrokePath(context);
    CGContextAddArc(context, 150.0, 60.0, 30.0, 3.0*M_PI/2.0, M_PI, true);
    CGContextStrokePath(context);
 
    // Stroke 2 arcs together going opposite directions.
    CGContextAddArc(context, 150.0, 150.0, 30.0, 0.0, M_PI/2.0, false);
    CGContextAddArc(context, 150.0, 150.0, 30.0, 3.0*M_PI/2.0, M_PI, true);
    CGContextStrokePath(context);
 
    // Stroke 2 arcs together going the same direction..
    CGContextAddArc(context, 150.0, 240.0, 30.0, 0.0, M_PI/2.0, false);
    CGContextAddArc(context, 150.0, 240.0, 30.0, M_PI, 3.0*M_PI/2.0, false);
    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].y, 30.0);
    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(210.0, 90.0, 60.0, 60.0);
    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);
}
 
@end
 
 
#pragma mark - QuartzBezierView
 
@implementation QuartzBezierView
 
-(void)drawInContext:(CGContextRef)context
{
    // 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(30.0, 120.0);
    CGPoint e = CGPointMake(300.0, 120.0);
    CGPoint cp1 = CGPointMake(120.0, 30.0);
    CGPoint cp2 = CGPointMake(210.0, 210.0);
    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(150.0, 180.0);
    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);
}
 
 
@end