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Drawing bezier curves with my finger in iOS?

Hey, I'm trying to figure out how to generate bezier curves in iOS based on user input. Are there any existing classes for this? Can someone give me a general summary of what would be required? I just need help getting started on the right foot.

like image 939
Brendan Avatar asked Jan 12 '11 18:01

Brendan


2 Answers

If you want to stay in objective-c, you can use UIBezierPath's addCurveToPoint:controlPoint1:controlPoint2: method. You can also use a similarly named function with CGPaths. When using bezier curves, you need 4 points: starting point, ending point, and a control point at each end to define the curve.

One way to define this is to have the user drag a finger to define the start and end points, then tap the screen at the control points. Here is an example view to handle this.

BezierView.h

enum {
    BezierStateNone = 0,
    BezierStateDefiningLine,
    BezierStateDefiningCP1,
    BezierStateDefiningCP2
};
@interface BezierView : UIView {
    CGPoint startPt, endPt, cPt1, cPt2;
    UInt8 state;
    UIBezierPath *curvePath;
  @private
    UITouch *currentTouch;
}
@property (nonatomic, retain) UIBezierPath *curvePath;
@end

BezierView.m

@interface BezierView
@dynamic curvePath;
- (UIBezierPath *)curvePath {
    return [[curvePath retain] autorelease];
}
- (void)setCurvePath:(UIBezierPath *)newPath {
    id tmp = curvePath;
    curvePath = [newPath retain];
    [tmp release];
    state = BezierStateNone;
    [self setNeedsDisplay];
}
- (void)_updateCurve {
    UIBezierPath *path = [UIBezierPath bezierPath];
    [path moveToPoint:startPt];
    [path addCurveToPoint:endPt controlPoint1:cPt1 controlPoint2:cPt2];
}
- (void)_calcDefaultControls {
    if(ABS(startPt.x - endPt.x) > ABS(startPt.y - endPt.y)) {
        cPt1 = (CGPoint){(startPt.x + endPt.x) / 2, startPt.y};
        cPt2 = (CGPoint){cPt1.x, endPt.y};
    } else {
        cPt1 = (CGPoint){startPt.x, (startPt.y + endPt.y) / 2};
        cPt2 = (CGPoint){endPt.x, cPt1.y};
    }
}
- (void)drawRect:(CGRect)rect {
    UIBezierPath *path = self.curvePath;
    if(path) [path stroke];
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
    if(currentTouch) return;
    if(state == BezierStateNone) {
        state = BezierStateDefiningLine;
        currentTouch = [touches anyObject];
        startPt = [currentTouch locationInView:self];
    } else if(state == BezierStateDefiningCP1) {
        currentTouch = [touches anyObject];
        cPt1 = [currentTouch locationInView:self];
        [self _updateCurve];
    } else if(state == BezierStateDefiningCP2) {
        currentTouch = [touches anyObject];
        cPt2 = [currentTouch locationInView:self];
        [self _updateCurve];
    }
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
    if(!currentTouch) return;
    if(state == BezierStateDefiningLine) {
        endPt = [currentTouch locationInView:self];
        [self _calcDefaultControls];
        [self _updateCurve];
    } else if(state == BezierStateDefiningCP1) {
        cPt1 = [currentTouch locationInView:self];
        [self _updateCurve];
    } else if(state == BezierStateDefiningCP2) {
        cPt2 = [currentTouch locationInView:self];
        [self _updateCurve];
    }
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
    if(!currentTouch) return;
    if(state == BezierStateDefiningLine) {
        state = BezierStateDefiningCP1;
    } else if(state == BezierStateDefiningCP1) {
        state = BezierStateDefiningCP2;
    } else if(state == BezierStateDefiningCP2) {
        state = BezierStateNone;
    }
    currentTouch = nil;
}
- (void)touchesCanceled:(NSSet *)touches withEvent:(UIEvent *)event {
    if(state == BezierStateDefiningLine) {
        self.curvePath = nil;
        self.state = BezierStateNone;
    }
    self.currentTouch = nil;
}
like image 112
ughoavgfhw Avatar answered Oct 27 '22 21:10

ughoavgfhw


Okay, the easiest way to do that is probably subclassing UIView and use CoreGraphics for drawing. Check out the sample code from QuarzDemo. Implement the drawInRect-method for your custom view class. And detect the user's touches with touchesBegan,touchesMoved etc.

Here is an example code (taken from QuarzDemo) for drawing a bezier curve:

// Drawing with a white stroke color
CGContextSetRGBStrokeColor(context, 1.0, 1.0, 1.0, 1.0);
// Draw them with a 2.0 stroke width so they are a bit more visible.
CGContextSetLineWidth(context, 2.0);

// Draw a bezier curve with end points s,e and control points cp1,cp2
CGPoint s = CGPointMake(30.0, 120.0);
CGPoint e = CGPointMake(300.0, 120.0);
CGPoint cp1 = CGPointMake(120.0, 30.0);
CGPoint cp2 = CGPointMake(210.0, 210.0);
CGContextMoveToPoint(context, s.x, s.y);
CGContextAddCurveToPoint(context, cp1.x, cp1.y, cp2.x, cp2.y, e.x, e.y);
CGContextStrokePath(context);

Hope that helps you getting started ;)

like image 41
Felix Avatar answered Oct 27 '22 21:10

Felix