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Fog drawing using Core Graphics


Fog drawing using Core Graphics

By : Bill Howe
Date : October 15 2020, 11:12 PM
To fix the issue you can do I'm not aware of any built-in support for fog in Core Graphics, except insofar as Core Graphics can give you access to an OpenGL viewport.
From a graphics perspective, drawing fog is very different from drawing smoke.
code :


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Core Animation with a Core Graphics drawing

Core Animation with a Core Graphics drawing


By : Hydro
Date : March 29 2020, 07:55 AM
like below fixes the issue You're implementing drawRect:, not drawInRect:, right? Also, have you verified that outside of this transition, it actually works?
Can you paste your drawRect:implementation? I'm just afraid that UIImageView sets the contents of its layer directly instead of relying on drawRect: to do it, which would mean your drawRect: doesn't work.
Drawing with Core Graphics in a CALayer

Drawing with Core Graphics in a CALayer


By : user3177682
Date : March 29 2020, 07:55 AM
it helps some times To do custom drawing you have two options:
Subclass CALayer and implement -drawInContext:. Make your own class that serves as your layer's delegate to perform the Quartz routines. It should implement -drawLayer:inContext:.
Save Quartz/Core Graphics drawing to coredata or textfile and load it up again to keep drawing

Save Quartz/Core Graphics drawing to coredata or textfile and load it up again to keep drawing


By : Jmolla31
Date : March 29 2020, 07:55 AM
To fix this issue I know this is late, but I spent the past few hours figuring this out myself. So here goes:
In nib/xib files (and now, storyboards), you can 'freeze dry' your views in a file by constructing your interface in Interface Builder. Essentially, what it is doing here is archiving these objects and storing them in a file. Wouldn't it be great if users could do this to views in your app? Well, they can!
code :
- (void)encodeWithCoder:(NSCoder *)aCoder
{
    [super encodeWithCoder:aCoder];

    // Encode any objects you want to load later. 
    // For example: [aCoder encodeObject:colors forKey:@"colors"];
    // Make sure they conform to the NSCoder protocol!
}
- (void)initWithCoder:(NSCoder *)aDecoder
{
    self = [super initWithCoder:aDecoder];
    if (self) {
        // Initialize your view
        // Restore any objects that you encoded
        // For example: self.colors = [aDecoder decodeObjectForKey:@"colors"];
    }
    return self;
}
- (NSString *)applicationDocumentsDirectory {
    return [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) lastObject];
}

- (IBAction)tapSave:(id)sender {
    NSString *directory = [self applicationDocumentsDirectory];
    NSString *archivePath = [directory stringByAppendingPathComponent:@"<filename>.archive"];
    BOOL result = [NSKeyedArchiver archiveRootObject:<your root view> toFile:archivePath];
}
- (IBAction)tapLoad:(id)sender {
    NSString *directory = [self applicationDocumentsDirectory];
    NSString *archivePath = [NSTemporaryDirectory() stringByAppendingPathComponent:@"<filename>.archive"];
    unarchivedView = [NSKeyedUnarchiver unarchiveObjectWithFile:archivePath];
}
Drawing a triangle in Core Graphics

Drawing a triangle in Core Graphics


By : Andrew C
Date : March 29 2020, 07:55 AM
it should still fix some issue To center your triangle, you would have to do a little math -- there are actually several "centers" of triangles, but the one where you draw a line from each vertex to the center of the opposite line, defines the center as where these lines cross. This center is easy to find, by averaging the x values and the y values -- so in your case where you have (10,100), (100,10) and (200,100) as your vertices, the center would be (10+100+200/3 , 100+10+100/3) or (103.3,70). The full screen of an iPhone, which is 320 wide by 460 high, has its center at (160,230). So basically, you need to add the difference between your triangles center and the screen center to each point -- add 160-103.3 to each x value and 230-70 to each y point, and that will draw the same triangle, but centered in the screen.
Drawing Text with Core Graphics

Drawing Text with Core Graphics


By : Alexander Le
Date : March 29 2020, 07:55 AM
wish helps you I would continue with your above approach but use NSAttributedString instead.
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