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cocoa-touchipaduiviewcore-animation

Tracing a Stroke with UIViewAnimation


- (void)drawRect:(CGRect)rect {
    CGContextRef s = UIGraphicsGetCurrentContext();
    CGContextSetRGBFillColor(s, 250, 5, 5, 1);
    CGContextFillRect(s, CGRectMake(2, 2, 2, 2));

    [UIView beginAnimations:nil context:s];
    [UIView setAnimationDuration: .5];
    [UIView setAnimationDelegate:self];
    //animation goes here
    vector<CGPoint>::iterator L = dp.dPoints->begin();
    while(L != dp.dPoints->end()){
        CGContextAddLineToPoint(s, (*L).x, (*L).y);
        ++L;
    }
    [UIView commitAnimations];
}

What i would like to do is take a rectangle made in CGContext and with the use of UIViews animation, it trace (in an endless Animation) a stroke line created with CGContext. I am rather unsure how i would go about tracing my line... Any help, links or comments would be great thanks.


Solution

  • http://blog.devedup.com/index.php/2010/03/03/iphone-animate-an-object-along-a-path/

    draw a curved line

        //This draws a quadratic bezier curved line right across the screen
        - ( void ) drawACurvedLine {
            //Create a bitmap graphics context, you will later get a UIImage from this
            UIGraphicsBeginImageContext(CGSizeMake(320,460));
            CGContextRef ctx = UIGraphicsGetCurrentContext();
    
            //Set variables in the context for drawing
            CGContextSetLineWidth(ctx, 1.5);
            CGContextSetStrokeColorWithColor(ctx, [UIColor whiteColor].CGColor);
    
            //Set the start point of your drawing
            CGContextMoveToPoint(ctx, 10, 10);
            //The end point of the line is 310,450 .... i'm also setting a reference point of 10,450
            //A quadratic bezier curve is drawn using these coordinates - experiment and see the results.
            CGContextAddQuadCurveToPoint(ctx, 10, 450, 310, 450);
            //Add another curve, the opposite of the above - finishing back where we started
            CGContextAddQuadCurveToPoint(ctx, 310, 10, 10, 10);
    
            //Draw the line
            CGContextDrawPath(ctx, kCGPathStroke);
    
            //Get a UIImage from the current bitmap context we created at the start and then end the image context
            UIImage *curve = UIGraphicsGetImageFromCurrentImageContext();
            UIGraphicsEndImageContext();
    
            //With the image, we need a UIImageView
            UIImageView *curveView = [[UIImageView alloc] initWithImage:curve];
            //Set the frame of the view - which is used to position it when we add it to our current UIView
            curveView.frame = CGRectMake(1, 1, 320, 460);
            curveView.backgroundColor = [UIColor clearColor];
            [self addSubview:curveView];
        }
    

    keyframe animation, and a path that is the same as the line we just drew. We will also draw a circle, and animate it along that path:

    - (void) animateCicleAlongPath {
        //Prepare the animation - we use keyframe animation for animations of this complexity
        CAKeyframeAnimation *pathAnimation = [CAKeyframeAnimation animationWithKeyPath:@"position"];
        //Set some variables on the animation
        pathAnimation.calculationMode = kCAAnimationPaced;
        //We want the animation to persist - not so important in this case - but kept for clarity
        //If we animated something from left to right - and we wanted it to stay in the new position,
        //then we would need these parameters
        pathAnimation.fillMode = kCAFillModeForwards;
        pathAnimation.removedOnCompletion = NO;
        pathAnimation.duration = 5.0;
        //Lets loop continuously for the demonstration
        pathAnimation.repeatCount = 1000;
    
        //Setup the path for the animation - this is very similar as the code the draw the line
        //instead of drawing to the graphics context, instead we draw lines on a CGPathRef
        CGPoint endPoint = CGPointMake(310, 450);
        CGMutablePathRef curvedPath = CGPathCreateMutable();
        CGPathMoveToPoint(curvedPath, NULL, 10, 10);
        CGPathAddQuadCurveToPoint(curvedPath, NULL, 10, 450, 310, 450);
        CGPathAddQuadCurveToPoint(curvedPath, NULL, 310, 10, 10, 10);
    
        //Now we have the path, we tell the animation we want to use this path - then we release the path
        pathAnimation.path = curvedPath;
        CGPathRelease(curvedPath);
    
        //We will now draw a circle at the start of the path which we will animate to follow the path
        //We use the same technique as before to draw to a bitmap context and then eventually create
        //a UIImageView which we add to our view
        UIGraphicsBeginImageContext(CGSizeMake(20,20));
        CGContextRef ctx = UIGraphicsGetCurrentContext();
        //Set context variables
        CGContextSetLineWidth(ctx, 1.5);
        CGContextSetFillColorWithColor(ctx, [UIColor greenColor].CGColor);
        CGContextSetStrokeColorWithColor(ctx, [UIColor whiteColor].CGColor);
        //Draw a circle - and paint it with a different outline (white) and fill color (green)
        CGContextAddEllipseInRect(ctx, CGRectMake(1, 1, 18, 18));
        CGContextDrawPath(ctx, kCGPathFillStroke);
        UIImage *circle = UIGraphicsGetImageFromCurrentImageContext();
        UIGraphicsEndImageContext();
    
        UIImageView *circleView = [[UIImageView alloc] initWithImage:circle];
        circleView.frame = CGRectMake(1, 1, 20, 20);
        [self addSubview:circleView];
    
        //Add the animation to the circleView - once you add the animation to the layer, the animation starts
        [circleView.layer addAnimation:pathAnimation forKey:@"moveTheSquare"];
    }
    

    To get all this running, you can use this init method:

    - (id)initWithFrame:(CGRect)frame {
    if (self = [super initWithFrame:frame]) {
        [self drawACurvedLine];
        [self animateCicleAlongPath];
        }
        return self;
    }
    

    and use something like this in your ViewController

    - (void)viewDidLoad {
        UIView *customView = [[Canvas alloc] initWithFrame:CGRectMake(0, 0, 320, 460)];
        customView.backgroundColor = [UIColor blackColor];
        [self.view addSubview:customView];
        [customView release];
        [super viewDidLoad];
    }
    

    Also…don’t forget to add your Quartz import:

    #import <QuartzCore/QuartzCore.h>