Ola Folks,
This was really bugging me so after dealing with a series of silly, but necessary issues regarding the project I want this functionality for, I played around with it.
The end result is that I can now arbitrarily draw an arc representing the progress of a particular background task to a button.
The goal was to draw something like the little indicator in the lower right hand corner of the XCode windows while a project is being cleaned or compiled.
I created a function that will draw and fill an arc and return it as a UIImage.
The worker thread calls method (PerformSelectorOnMainThread) with the current values and a button identifier. In the called method, I call the arc image function with the percentage filled and such.
example call:
oImg = [self ArcImageCreate:100.0f fWidth:100.0f
fPercentFilled: 0.45f fAngleStart: 0.0f xFillColor:[UIColor blueColor]];
Then set the background image of the button:
[oBtn setBackgroundImage: oImg forState: UIControlStateNormal];
Here is the function:
It is not finished, but it works well enough to illustrate how I am doing this.
/**
ArcImageCreate
@ingroup UngroupedFunctions
@brief Create a filled or unfilled solid arc and return it as a UIImage.
Allows for dynamic / arbitrary update of an object that allows a UIImage to be drawn on it. \
This can be used for some sort of pie chart or progress indicator by Image Flipping.
@param fHeight The height of the created UIImage.
@param fWidth The width of the created UIImage.
@param fPercentFilled A percentage of the circle to be filled by the arc. 0.0 to 1.0.
@param AngleStart The angle where the arc should start. 0 to 360. Clock Reference.
@param xFillColor The color of the filled area.
@return Pointer to a UIImage.
@todo [] Validate object creation at each step.
@todo [] Convert PercentFilled (0.0 to 1.0) to appropriate radian(?) (-3.15 to +3.15)
@todo [] Background Image Support. Allow for the arc to be drawn on top of an image \
and the whole thing returned.
@todo [] Background Image Reduction. Background images will have to be resized to fit the specfied size. \
Do not want to return a 65KB object because the background is 60K or whatever.
@todo [] UIColor RGBA Components. Determine a decent method of extracting RGVA values \
from a UIColor*. Check out arstechnica.com/apple/guides/2009/02/iphone-development-accessing-uicolor-components.ars \
for an idea.
*/
- (UIImage*) ArcImageCreate: (float)fHeight fWidth:(float)fWidth fPercentFilled:(float)fPercentFilled fAngleStart:(float)fAngleStart xFillColor:(UIColor*)xFillColor
{
UIImage* fnRez = nil;
float fArcBegin = 0.0f;
float fArcEnd = 0.0f;
float fArcPercent = 0.0f;
UIColor* xArcColor = nil;
float fArcImageWidth = 0.0f;
float fArcImageHeight = 0.0f;
CGRect xArcImageRect;
CGContextRef xContext = nil;
CGColorSpaceRef xColorSpace;
void* xBitmapData;
int iBMPByteCount;
int iBMPBytesPerRow;
float fPI = 3.14159;
float fRadius = 25.0f;
// @todo Force default of 100x100 px if out of bounds. \
// Check max image dimensions for iPhone. \
// If negative, flip values *if* values are 'reasonable'. \
// Determine minimum useable pixel dimensions. 10x10 px is too small. Or is it?
fArcImageWidth = fHeight;
fArcImageHeight = fWidth;
// Get the passed target percentage and clip it between 0.0 and 1.0
fArcPercent = (fPercentFilled 1.0f) ? 1.0f : fPercentFilled;
fArcPercent = (fArcPercent > 1.0f) ? 1.0f : fArcPercent;
// Get the passed start angle and clip it between 0.0 to 360.0
fArcBegin = (fAngleStart 359.0f) ? 0.0f : fAngleStart;
fArcBegin = (fArcBegin > 359.0f) ? 0.0f : fArcBegin;
fArcBegin = (fArcBegin * fPI) / 180.0f;
fArcEnd = ((360.0f * fArcPercent) * fPI) / 180.0f;
//
if (xFillColor == nil) {
// random color
} else {
xArcColor = xFillColor;
}
// Calculate memory required for image.
iBMPBytesPerRow = (fArcImageWidth * 4);
iBMPByteCount = (iBMPBytesPerRow * fArcImageHeight);
xBitmapData = malloc(iBMPByteCount);
// Create a color space. Behavior changes at OSXv10.4. Do not rely on it for consistency across devices.
xColorSpace = CGColorSpaceCreateDeviceRGB();
// Set the system to draw. Behavior changes at OSXv10.3.
// Both of these work. Not sure which is better.
// xContext = CGBitmapContextCreate(xBitmapData, fArcImageWidth, fArcImageHeight, 8, iBMPBytesPerRow, xColorSpace, kCGImageAlphaPremultipliedFirst);
xContext = CGBitmapContextCreate(NULL, fArcImageWidth, fArcImageHeight, 8, iBMPBytesPerRow, xColorSpace, kCGImageAlphaPremultipliedFirst);
// Let the system know the colorspace reference is no longer required.
CGColorSpaceRelease(xColorSpace);
// Set the created context as the current context.
// UIGraphicsPushContext(xContext);
// Define the image's box.
xArcImageRect = CGRectMake(0.0f, 0.0f, fArcImageWidth, fArcImageHeight);
// Clear the image's box.
// CGContextClearRect(xContext, xRect);
// Draw the ArcImage's background image.
// CGContextDrawImage(xContext, xArcImageRect, [oBackgroundImage CGImage]);
// Set Us Up The Transparent Drawing Area.
CGContextBeginTransparencyLayer(xContext, nil);
// Set the fill and stroke colors
// @todo [] Determine why SetFilColor does not. Use alternative method.
// CGContextSetFillColor(xContext, CGColorGetComponents([xArcColor CGColor]));
// CGContextSetFillColorWithColor(xContext, CGColorGetComponents([xArcColor CGColor]));
// Test Colors
CGContextSetRGBFillColor(xContext, 0.3f, 0.4f, 0.5f, 1.0f);
CGContextSetRGBStrokeColor(xContext, 0.5f, 0.6f, 0.7f, 1.0f);
CGContextSetLineWidth(xContext, 1.0f);
// Something like this to reverse drawing?
// CGContextTranslateCTM(xContext, TranslateXValue, TranslateYValue);
// CGContextScaleCTM(xContext, -1.0f, 1.0f); or CGContextScaleCTM(xContext, 1.0f, -1.0f);
// Test Vals
// fArcBegin = 45.0f * fPI / 180.0f; // 0.785397
// fArcEnd = 90.0f * fPI / 180.0f; // 1.570795
// Move to the start point and draw the arc.
CGContextMoveToPoint(xContext, fArcImageWidth/2.0f, fArcImageHeight/2.0f);
CGContextAddArc(xContext, fArcImageWidth/2.0f, fArcImageHeight/2.0f, fRadius, fArcBegin, fArcEnd, 0);
// Ask the OS to close the arc (current point to starting point).
CGContextClosePath(xContext);
// Fill 'er up. Implicit path closure.
CGContextFillPath(xContext);
// CGContextEOFillPath(context);
// Close Transparency drawing area.
CGContextEndTransparencyLayer(xContext);
// Create an ImageReference and create a UIImage from it.
CGImageRef xCGImageTemp = CGBitmapContextCreateImage(xContext);
CGContextRelease(xContext);
fnRez = [UIImage imageWithCGImage: xCGImageTemp];
CGImageRelease(xCGImageTemp);
// UIGraphicsPopContext;
return fnRez;
}