本文介绍了如何使用Quartz Core绘制星星?的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我试图改编Apple提供的一个例子,以编程方式绘制星星,代码如下:

  CGContextRef context = UIGraphicsGetCurrentContext(); 
CGContextSetLineWidth(context,aSize);

(NSUInteger i = 0; i< stars; i ++)
{

CGContextSetFillColorWithColor(context,aColor);
CGContextSetStrokeColorWithColor(context,aColor);

float w = item.size.width;
double r = w / 2;
double theta = 2 * M_PI *(2.0 / 5.0); // 144度

CGContextMoveToPoint(context,0,r); (NSUInteger k = 1; k {
float x = r * sin(k * theta);


float y = r * cos(k * theta);
CGContextAddLineToPoint(context,x,y);
}

CGContextClosePath(context);
CGContextFillPath(context);
}

上面的代码绘制了一个完美的星形,但是显示为倒转2 。是黑色的,没有边框。我想要达到的目的是在同一条线上和给定的风格上画出许多恒星。我知道我实际上在同一个位置上绘制了相同的路径5次,并且我以某种方式垂直翻转了上下文,但经过几次测试后,我放弃了! (我缺乏必要的数学和几何技能:P)...你能帮我吗?
$ b

更新:



好的,感谢 CocoaFu ,这是我的重构和工作画图工具:

   - (void)drawStars:(NSUInteger)count inContext:(CGContextRef)context; 
{
//常量
const float w = self.itemSize.width;
const float r = w / 2;
const double theta = 2 * M_PI *(2.0 / 5.0);
const float flip = -1.0f; //垂直翻转(默认星形表示)

//绘制中心为星形
float xCenter = r;

for(NSUInteger i = 0; i< count; i ++)
{
//根据索引获取星型
CGContextSetFillColorWithColor(context,[self fillColorForItemAtIndex :一世]);
CGContextSetStrokeColorWithColor(context,[self strokeColorForItemAtIndex:i]);

//更新位置
CGContextMoveToPoint(上下文,xCenter,r * flip + r);

//为(NSUInteger k = 1; k
{
float x = r * sin(k * THETA);
float y = r * cos(k * theta);
CGContextAddLineToPoint(context,x + xCenter,y * flip + r);
}

//更新下一颗星星的水平中心
xCenter + = w + self.itemMargin;

//绘制当前星形
CGContextClosePath(context);
CGContextFillPath(context);
CGContextStrokePath(context);



$ div $解析方案

是一个代码,它会在水平线上画出3颗星,它不是很漂亮,但它可能有帮助:

   - (void)drawRect :(CGRect)rect 
{
int aSize = 100.0;
const CGFloat color [4] = {0.0,0.0,1.0,1.0}; // Blue
CGColorRef aColor = CGColorCreate(CGColorSpaceCreateDeviceRGB(),color);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context,aSize);
CGFloat xCenter = 100.0;
CGFloat yCenter = 100.0;

float w = 100.0;
double r = w / 2.0;
float flip = -1.0;

(NSUInteger i = 0; i {
CGContextSetFillColorWithColor(context,aColor);
CGContextSetStrokeColorWithColor(context,aColor);

double theta = 2.0 * M_PI *(2.0 / 5.0); // 144度

CGContextMoveToPoint(上下文,xCenter,r * flip + yCenter); (NSUInteger k = 1; k {
float x = r * sin(k * theta);


float y = r * cos(k * theta);
CGContextAddLineToPoint(上下文,x + xCenter,y * flip + yCenter);
}
xCenter + = 150.0;
}
CGContextClosePath(context);
CGContextFillPath(context);
}

I'm trying to adapt an example provided by Apple in order to programmatically draw stars in line, the code is the following:

CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context, aSize);

    for (NSUInteger i=0; i<stars; i++)
    {

       CGContextSetFillColorWithColor(context, aColor);
       CGContextSetStrokeColorWithColor(context, aColor);

       float w = item.size.width;
       double r = w / 2;
       double theta = 2 * M_PI * (2.0 / 5.0); // 144 degrees

       CGContextMoveToPoint(context, 0, r);

       for (NSUInteger k=1; k<5; k++)
       {
          float x = r * sin(k * theta);
          float y = r * cos(k * theta);
          CGContextAddLineToPoint(context, x, y);
       }

       CGContextClosePath(context);
       CGContextFillPath(context);
    }

The code above draws a perfect star, but is 1. displayed upside down 2. is black and without border. What I want to achive is to draw many stars on the same line and with the given style. I understand that I'm actually drawing the same path 5 times in the same position and that I have somehow to flip the context vertically, but after several tests I gave up! (I lack the necessary math and geometry skills :P)... could you please help me?

UPDATE:

Ok, thanks to CocoaFu, this is my refactored and working draw utility:

- (void)drawStars:(NSUInteger)count inContext:(CGContextRef)context;
{
    // constants
    const float w = self.itemSize.width;
    const float r = w/2;
    const double theta = 2 * M_PI * (2.0 / 5.0);
    const float flip = -1.0f; // flip vertically (default star representation)

    // drawing center for the star
    float xCenter = r;

    for (NSUInteger i=0; i<count; i++)
    {
        // get star style based on the index
        CGContextSetFillColorWithColor(context, [self fillColorForItemAtIndex:i]);
        CGContextSetStrokeColorWithColor(context, [self strokeColorForItemAtIndex:i]);

        // update position
        CGContextMoveToPoint(context, xCenter, r * flip + r);

        // draw the necessary star lines
        for (NSUInteger k=1; k<5; k++)
        {
            float x = r * sin(k * theta);
            float y = r * cos(k * theta);
            CGContextAddLineToPoint(context, x + xCenter, y * flip + r);
        }

        // update horizontal center for the next star
        xCenter += w + self.itemMargin;

        // draw current star
        CGContextClosePath(context);
        CGContextFillPath(context);
        CGContextStrokePath(context);
    }
}
解决方案

Here is code that will draw 3 stars in a horizontal line, it's is not pretty but it may help:

-(void)drawRect:(CGRect)rect
{
    int aSize = 100.0;
    const CGFloat color[4] = { 0.0, 0.0, 1.0, 1.0 }; // Blue
    CGColorRef aColor = CGColorCreate(CGColorSpaceCreateDeviceRGB(), color);
    CGContextRef context = UIGraphicsGetCurrentContext();
    CGContextSetLineWidth(context, aSize);
    CGFloat xCenter = 100.0;
    CGFloat yCenter = 100.0;

    float  w = 100.0;
    double r = w / 2.0;
    float flip = -1.0;

    for (NSUInteger i=0; i<3; i++)
    {
        CGContextSetFillColorWithColor(context, aColor);
        CGContextSetStrokeColorWithColor(context, aColor);

        double theta = 2.0 * M_PI * (2.0 / 5.0); // 144 degrees

        CGContextMoveToPoint(context, xCenter, r*flip+yCenter);

        for (NSUInteger k=1; k<5; k++)
        {
            float x = r * sin(k * theta);
            float y = r * cos(k * theta);
            CGContextAddLineToPoint(context, x+xCenter, y*flip+yCenter);
        }
        xCenter += 150.0;
    }
    CGContextClosePath(context);
    CGContextFillPath(context);
}

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09-05 13:48