什么是Quartz2D?二维的绘图引擎
什么是二维?平面
什么是引擎?经包装的函数库,方便开发者使用。也就是说苹果帮我们封装了一套绘图的函数库
同时支持iOS和Mac系统什么意思?用Quartz2D写的同一份代码,既可以运行在iphone上又可以运行在mac上,可以跨平台开发。
开发中比较常用的是截屏/裁剪/自定义UI控件。
Quartz2D在iOS开发中的价值就是自定义UI控件。
使用图形上下文画图,要遵循一下四个步骤
1.获取图像上下文
2.创建路径
3.将路径添加到图形上下文(add)
4.渲染图像上下文(fill,stroke)
#pragma mark - 直接使用图形上下文画图 - (void)oneMethod { //1.获取图形上下文,目前我们现在使用的都是UIGraphics开头,CoreGraphics,项目简称CG CGContextRef ctx = UIGraphicsGetCurrentContext(); //2.描述路径 //2.1 创建路径 CGContextMoveToPoint(ctx, 10, 50); //2.2 添加线到一个点 CGContextAddLineToPoint(ctx, 10,100); //3.完成路线 CGContextStrokePath(ctx); } #pragma mark - 图形上下文 + CGPathRef画线 - (void)twoMethod { //1.获取图形上下文 CGContextRef ctx = UIGraphicsGetCurrentContext(); //2.使用path画线 CGMutablePathRef path = CGPathCreateMutable(); //3.添加点 CGPathMoveToPoint(path, NULL, 20, 50); CGPathAddLineToPoint(path, NULL, 20, 100); //4.将path添加到图形上下文 CGContextAddPath(ctx, path); //5.渲染上下文 CGContextStrokePath(ctx); } #pragma mark - 贝塞尔曲线 - (void)threeMethod { //1.创建路径 UIBezierPath *path = [UIBezierPath bezierPath]; //2.画线 [path moveToPoint:CGPointMake(30, 50)]; [path addLineToPoint:CGPointMake(30, 100)]; //3.渲染 [path stroke]; } #pragma mark - 图形上下文 + 贝塞尔曲线 - (void)fourMethod { //1.获得图形上下文 CGContextRef ctx = UIGraphicsGetCurrentContext(); //2.创建路径 UIBezierPath *path = [UIBezierPath bezierPath]; //3.画线 [path moveToPoint:CGPointMake(40, 50)]; [path addLineToPoint:CGPointMake(40, 100)]; //4.将path添加到上下文 CGContextAddPath(ctx, path.CGPath); //5.渲染 CGContextStrokePath(ctx); }
#pragma mark - 画两个相交的线,并设置属性 - (void)drawTwoLineCrossSetAttribute { //1.获取图形上下文 CGContextRef ctx = UIGraphicsGetCurrentContext(); //2.将绘制路径,并且将其添加到图形上下文 CGContextMoveToPoint(ctx, 123, 45); CGContextAddLineToPoint(ctx, 45, 80); //3.添加另一条线 CGContextAddLineToPoint(ctx, 223, 159); //设置颜色 [[UIColor greenColor] set]; //设置线的宽度 CGContextSetLineWidth(ctx, 10); //设置链接外的链接类型 CGContextSetLineJoin(ctx, kCGLineJoinRound); //设置线的头部方式 CGContextSetLineCap(ctx, kCGLineCapRound); //4.渲染 CGContextStrokePath(ctx); }
[[UIColor greenColor] set]
就不用考虑实线还是填充图形了。还有,
CGContextSetLineJoin
是设置连接处的样式,是枚举,
CGContextSetLineCap
是设置线的顶部的样式,也是枚举。
#pragma mark - 画两个不相交的线,并且设置各自属性 - (void)drawTwoLineNoCrossSetAttribute { //1.创建贝塞尔曲线路径 UIBezierPath *path = [UIBezierPath bezierPath]; //2.绘制路径 [path moveToPoint:CGPointMake(12, 49)]; [path addLineToPoint:CGPointMake(68, 34)]; [[UIColor redColor] set]; [path setLineWidth:5]; //3.渲染 [path stroke]; //绘制第二条路径 UIBezierPath *path2 = [UIBezierPath bezierPath]; [path2 moveToPoint:CGPointMake(145, 167)]; [path2 addLineToPoint:CGPointMake(98, 34)]; [[UIColor greenColor] set]; [path2 setLineWidth:10]; [path2 setLineCapStyle:kCGLineCapRound]; [path2 stroke]; }
使用贝塞尔曲线画图的好处在于,1.每一个贝塞尔底层都有一个图形上线文,如果是用CGContextMoveToPoint
画图,实际上就是一个图形上下文,不好去控制,所以建议没多条线可以使用贝塞尔曲线或者说使用底层的CGMutablePathRef
画线,比较靠谱。
#pragma mark - 绘制曲线 - (void)drawQuadCurve { //1.获得图形上下文 CGContextRef ctx = UIGraphicsGetCurrentContext(); //2.设置起点 CGContextMoveToPoint(ctx, 10, 50); /** * 添加曲线的五个参数 * * @param c#> 图形上下文 * @param cpx#> 将来要突出的x值 * @param cpy#> 要突出的y值 * @param x#> 曲线结束时的x * @param y#> 曲线结束时的y */ CGContextAddQuadCurveToPoint(ctx, 160, 300, 310, 50); //设置颜色 [[UIColor redColor] set]; //设置宽度 CGContextSetLineWidth(ctx, 5); //3.渲染图层 CGContextStrokePath(ctx); }
#pragma mark - 绘制一个带有圆角边框的正方形 - (void)drawRoundSquare { //绘制一个空心的圆角矩形 //1.创建路径 贝塞尔曲线 UIBezierPath *path = [UIBezierPath bezierPathWithRoundedRect:CGRectMake(10, 50, 100, 40) cornerRadius:5]; //设置颜色 [[UIColor redColor] set]; //2.渲染 [path stroke]; //绘制一个实心的圆角正方形 //1.创建路径 贝塞尔曲线 UIBezierPath *path2 = [UIBezierPath bezierPathWithRoundedRect:CGRectMake(10, 140, 100, 100) cornerRadius:5]; //设置颜色 [[UIColor orangeColor] set]; //2.渲染 [path2 fill]; //绘制一个实心的圆 //1.创建路径 贝塞尔曲线 UIBezierPath *path3 = [UIBezierPath bezierPathWithRoundedRect:CGRectMake(10, 290, 100, 100) cornerRadius:50]; //设置颜色 [[UIColor blueColor] set]; //2.渲染 [path3 fill]; }
stroke
设置边框的颜色,fill
填充内部的颜色fill
并不是随意使用的,必须是封闭的图形。#pragma mark - 绘制一个弧度曲线 - (void)drawCurve { /** * 绘制弧度曲线 * * @param ArcCenter 曲线中心 * @param radius 半径 * @param startAngle 开始的弧度 * @param endAngle 结束的弧度 * @param clockwise YES顺时针,NO逆时针 */ //绘制一条半圆曲线 //1.创建路径 贝塞尔曲线 UIBezierPath *path = [UIBezierPath bezierPathWithArcCenter:CGPointMake(150, 150) radius:50 startAngle:0 endAngle:M_PI clockwise:YES]; [[UIColor redColor] set]; [path setLineWidth:10]; [path setLineCapStyle:(kCGLineCapRound)]; //2.渲染 [path stroke]; //绘制一条3/4圆曲线 //1.创建路径 贝塞尔曲线 UIBezierPath *path2 = [UIBezierPath bezierPathWithArcCenter:CGPointMake(150, 350) radius:50 startAngle:0 endAngle:270/360.0*(M_PI * 2) clockwise:YES]; [[UIColor yellowColor] set]; [path2 setLineWidth:10]; [path2 setLineCapStyle:(kCGLineCapRound)]; //2.渲染 [path2 stroke]; //绘制一个圆形曲线 //1.创建路径 贝塞尔曲线 UIBezierPath *path3 = [UIBezierPath bezierPathWithArcCenter:CGPointMake(150, 550) radius:50 startAngle:0 endAngle:(M_PI * 2) clockwise:YES]; [[UIColor blueColor] set]; [path3 setLineWidth:10]; [path3 setLineCapStyle:(kCGLineCapRound)]; //2.渲染 [path3 stroke]; }
<span style="font-size:18px;">#pragma mark - 绘制扇形 - (void)drawFanShaped { //1.获取图形上下文 CGContextRef ctx = UIGraphicsGetCurrentContext(); //绘制曲线 CGFloat centerX = 100; CGFloat centerY = 100; CGFloat radius = 50; //2.添加一根线 CGContextMoveToPoint(ctx, centerX, centerY); CGContextAddArc(ctx, centerX, centerY, radius, M_PI, (230 / 360.0)*(M_PI * 2), NO); //3.关闭线段 CGContextClosePath(ctx); //4.渲染 CGContextFillPath(ctx); }</span>
CGContextMoveToPoint
CGContextAddArc
CGContextClosePath
CGContextStrokePath
,或者给图形内部设置颜色CGContextFillPath
CGContextClosePath
@interface CustomProgressView : UIView @property (nonatomic,assign) CGFloat progressValue; @end
@implementation CustomProgressView - (void)setProgressValue:(CGFloat)progressValue { _progressValue = progressValue; [self setNeedsDisplay]; } -(void)drawRect:(CGRect)rect { UIBezierPath *path = [UIBezierPath bezierPathWithArcCenter:self.center radius:100 startAngle:-M_PI_2 endAngle:(_progressValue / 100.0) *(2 * M_PI) - M_PI_2 clockwise:YES]; [[UIColor redColor] set]; [path setLineWidth:10]; [path setLineCapStyle:(kCGLineCapRound)]; [path stroke]; } @endViewController.m
@interface ViewController () @property (nonatomic,retain) UISlider *slider; @property (nonatomic,retain) CustomProgressView *progressView; @property (nonatomic,retain) UILabel *label; @end @implementation ViewController - (void)viewDidLoad { [super viewDidLoad]; self.progressView = [[CustomProgressView alloc]initWithFrame:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.width)]; self.progressView.backgroundColor = [UIColor whiteColor]; self.label = [[UILabel alloc]initWithFrame:CGRectMake(0, 0, 80, 50)]; self.label.center = self.progressView.center; self.label.textAlignment = NSTextAlignmentCenter; [self.progressView addSubview:self.label]; [self.view addSubview:self.progressView]; self.slider = [[UISlider alloc]initWithFrame:CGRectMake(10, 500, self.view.frame.size.width - 20, 50)]; self.slider.minimumValue = 0; self.slider.maximumValue = 100; [self.slider addTarget:self action:@selector(changeValue:) forControlEvents:(UIControlEventValueChanged)]; [self.view addSubview:self.slider]; } - (void)changeValue:(UISlider *)sender { self.progressView.progressValue = sender.value; self.label.text = [NSString stringWithFormat:@"%.f%%",sender.value]; } - (void)didReceiveMemoryWarning { [super didReceiveMemoryWarning]; // Dispose of any resources that can be recreated. } @end
drawRect:(CGRect)rect
,必须要使用setNeedsDisplay
,其他的无效。@interface PieView () @property (nonatomic,retain) NSArray *nums; @property (nonatomic,assign) NSInteger total; @end @implementation PieView - (NSInteger)total { if (_total == 0) { for (int i = 0; i < self.nums.count ; i ++) { _total += [self.nums[i] integerValue]; } } return _total; } - (NSArray *)nums { if (!_nums) { self.nums = @[@"10",@"20",@"30",@"40"]; } return _nums; } - (void)drawRect:(CGRect)rect { //绘制一个饼图 CGFloat radius = 150; CGFloat startA = 0; CGFloat endA = 0; for (int i = 0; i < self.nums.count; i++) { NSNumber *num = self.nums[i]; startA = endA; endA = startA + [num floatValue]/self.total * (2 * M_PI); UIBezierPath *path = [UIBezierPath bezierPathWithArcCenter:self.center radius:radius startAngle:startA endAngle:endA clockwise:YES]; [path addLineToPoint:self.center]; CGFloat randRed = arc4random_uniform(256)/255.0; CGFloat randGreen = arc4random_uniform(256)/255.0; CGFloat randBlue = arc4random_uniform(256)/255.0; UIColor *randomColor = [UIColor colorWithRed:randRed green:randGreen blue:randBlue alpha:1]; [randomColor set]; [path fill]; } } @end
PieView *pie = [[PieView alloc]initWithFrame:[UIScreen mainScreen].bounds]; pie.backgroundColor = [UIColor whiteColor]; [self.view addSubview:pie];
@interface BarChartView() @property (nonatomic,retain) NSArray *nums; @end @implementation BarChartView - (NSArray *)nums { if (!_nums) { self.nums = @[@"10",@"20",@"30",@"40",@"50",@"60",@"70",@"80"]; } return _nums; } - (void)drawRect:(CGRect)rect { //1.获取图形上下文 CGContextRef ctz = UIGraphicsGetCurrentContext(); //2.绘制图像 //设置间距 CGFloat margin = 30; //当柱状图的数量多于5的时候缩小它们的间距 if (self.nums.count > 5) { margin = 10; } //柱状图的宽度 = ( view的宽度 - 间隔的总宽度 )/ 柱状图的个数 CGFloat width = (rect.size.width - (self.nums.count + 1) *margin) / self.nums.count; for (int i = 0; i < self.nums.count; i++) { //求出 每一个数字所占的比例 CGFloat num = [self.nums[i] floatValue]/100; //起点位置 CGFloat x = margin + (width + margin) * i ; CGFloat y = rect.size.height * (1 - num); CGFloat height = rect.size.height * num; CGRect rectA = CGRectMake(x, y, width, height); CGContextAddRect(ctz, rectA); CGFloat randRed = arc4random_uniform(256)/255.0; CGFloat randGreen = arc4random_uniform(256)/255.0; CGFloat randBlue = arc4random_uniform(256)/255.0; UIColor *randomColor = [UIColor colorWithRed:randRed green:randGreen blue:randBlue alpha:1]; [randomColor set]; //渲染 CGContextFillPath(ctz); } } /* // Only override drawRect: if you perform custom drawing. // An empty implementation adversely affects performance during animation. - (void)drawRect:(CGRect)rect { // Drawing code } */ @end
BarChartView *view = [[BarChartView alloc]initWithFrame:[UIScreen mainScreen].bounds]; view.backgroundColor = [UIColor whiteColor]; [self.view addSubview:view];
绘制文字和图片的时候,是不用去获取图像上下文的
-(void)drawRect:(CGRect)rect { //剪切图片,超出的图片位置都要剪切掉!必须要在绘制之前写,否则无效 // UIRectClip(CGRectMake(0, 0, 100, 50)); UIImage *image = [UIImage imageNamed:@"image"]; //独立 //在什么范围内(原图大小) [image drawInRect:rect]; //在哪个位置开始画 [image drawAtPoint:CGPointMake(10, 10)]; //平铺 [image drawAsPatternInRect:rect]; }
[image drawInRect:rect]; //拉伸效果
[image drawAtPoint:CGPointMake(10, 10)];//适应效果
[image drawAsPatternInRect:rect];//平铺效果
- (void)drawRect:(CGRect)rect { NSString *str = @"不管开心与否\n每天都要努力生活\n爱自己\n爱家人"; //设置文字的属性 NSMutableDictionary * paras = [NSMutableDictionary dictionary]; //设置字体大小 paras[NSFontAttributeName] = [UIFont systemFontOfSize:40]; //设置字体颜色 paras[NSForegroundColorAttributeName] = [UIColor blackColor]; //设置镂空渲染颜色 paras[NSStrokeColorAttributeName] = [UIColor orangeColor]; //设置镂空渲染宽度 paras[NSStrokeWidthAttributeName] = @3; //创建阴影对象 NSShadow *shodow = [[NSShadow alloc] init]; //阴影颜色 shodow.shadowColor = [UIColor yellowColor]; //阴影偏移量 shodow.shadowOffset = CGSizeMake(5, 6); //阴影的模糊半径 shodow.shadowBlurRadius = 4; //苹果的富文本就是这样搞出来的 paras[NSShadowAttributeName] = shodow; [str drawAtPoint:CGPointZero withAttributes:paras]; }
//只有在drawRect方法中才能拿到图形上下文,才可以画图
- (void)drawRect:(CGRect)rect {
//设置下雪的动画
UIImage *image = [UIImage imageNamed:@"snow"];
_snowY += 10;
[image drawAtPoint:CGPointMake(0, _snowY)];
if (_snowY >= rect.size.height) {
_snowY = 0;
}
}
// 如果在绘图的时候需要用到定时器,通常使用CADisplayLink
// NSTimer很少用于绘图,因为调度优先级比较低,并不会准时调用
- (void)awakeFromNib
{
// 创建定时器
CADisplayLink *link = [CADisplayLink displayLinkWithTarget:self selector:@selector(timeChange)];
// 添加主运行循环
[link addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSDefaultRunLoopMode];
}
// CADisplayLink:每次屏幕刷新的时候就会调用,屏幕一般一秒刷新60次
- (void)timeChange{
[self setNeedsDisplay];
}
1.本质就是调用
drawRect
方法,一直刷新雪花的y值
2.每一次调用drawRect
,都创建大量的对象,有人说可能性能不好,不过你可能多虑了,没吃都是在内存加载,不会创建新的UIImage
我自己详细的介绍了一下,上下文栈,可以看一下~
图形上下文详解
到底是个啥?
就是图形上下文画出的东西永远是方方正正的,你要是想画个偏离的矩形,按照过去的方法画不出来,只能使用矩阵的方式。分别有偏移,缩放,旋转
- (void)drawRect:(CGRect)rect {
//图形上下文矩阵
//1.画一个椭圆
CGContextRef ctx = UIGraphicsGetCurrentContext();
// CGContextAddEllipseInRect(ctx, CGRectMake(100, 100, 100, 100));
CGPathRef path = CGPathCreateWithEllipseInRect(CGRectMake(0, 0, 200, 100),nil);
[[UIColor redColor] set];
//1.偏移
// CGContextTranslateCTM(ctx, 10, 10);
//2.旋转
// CGContextRotateCTM(ctx, M_PI_4);
//3.缩放
CGContextScaleCTM(ctx, 0.25, 2);
CGContextAddPath(ctx, path);
CGContextFillPath(ctx);
}
1.绘制变化的图形的步骤
- 先绘制path
- 设置图形上下文矩阵
- 将path添加到图形上下文(这一步很重要,一定按照步骤来)
- 渲染
2.绘图的时候,我们要使用底层的 CGPathRef,或者贝塞尔,然后 CGContextRef+path的方式。
如不这样,我注释的CGContextAddEllipseInRect(ctx, CGRectMake(100, 100, 100, 100))方法,这个方法中已经先去添加了path到图形上下文,即使我们在去添加图形上下文矩阵,也是无效
3.可以和图形上下文栈一起使用,给特定的一些图案设置一些属性,还有一些不会受到影响