I need to draw an outline for a rounded rectangle. I know I can make lines and arcs, but maybe there is also a function for rounded rects?
degToRad( ) method from Recipe 5.12: rotation = Math. degToRad(rotation); The length of the three imaginary lines used for drawing the rounded corners, as shown in Figure 4-2, are calculated using the Pythagorean theorem, as discussed in Recipe 5.13.
Instead of making your own path out of lines and arcs, you can use
[UIBezierPath bezierPathWithRoundedRect:cornerRadius:]
or
[UIBezierPath bezierPathWithRoundedRect:byRoundingCorners:cornerRadii:]
(the second one lets you specify which corners are rounded)
Available in iOS 3.2 or later.
There is no prepackaged way to this, you must combine arcs in order to do this, apples quartzdemo project shows the code to do this, here is a reference Quartz Demo and here is the code they provide
// As a bonus, we'll combine arcs to create a round rectangle! // Drawing with a white stroke color CGContextRef context=UIGraphicsGetCurrentContext() CGContextSetRGBStrokeColor(context, 1.0, 1.0, 1.0, 1.0); // If you were making this as a routine, you would probably accept a rectangle // that defines its bounds, and a radius reflecting the "rounded-ness" of the rectangle. CGRect rrect = CGRectMake(210.0, 90.0, 60.0, 60.0); CGFloat radius = 10.0; // NOTE: At this point you may want to verify that your radius is no more than half // the width and height of your rectangle, as this technique degenerates for those cases. // In order to draw a rounded rectangle, we will take advantage of the fact that // CGContextAddArcToPoint will draw straight lines past the start and end of the arc // in order to create the path from the current position and the destination position. // In order to create the 4 arcs correctly, we need to know the min, mid and max positions // on the x and y lengths of the given rectangle. CGFloat minx = CGRectGetMinX(rrect), midx = CGRectGetMidX(rrect), maxx = CGRectGetMaxX(rrect); CGFloat miny = CGRectGetMinY(rrect), midy = CGRectGetMidY(rrect), maxy = CGRectGetMaxY(rrect); // Next, we will go around the rectangle in the order given by the figure below. // minx midx maxx // miny 2 3 4 // midy 1 9 5 // maxy 8 7 6 // Which gives us a coincident start and end point, which is incidental to this technique, but still doesn't // form a closed path, so we still need to close the path to connect the ends correctly. // Thus we start by moving to point 1, then adding arcs through each pair of points that follows. // You could use a similar tecgnique to create any shape with rounded corners. // Start at 1 CGContextMoveToPoint(context, minx, midy); // Add an arc through 2 to 3 CGContextAddArcToPoint(context, minx, miny, midx, miny, radius); // Add an arc through 4 to 5 CGContextAddArcToPoint(context, maxx, miny, maxx, midy, radius); // Add an arc through 6 to 7 CGContextAddArcToPoint(context, maxx, maxy, midx, maxy, radius); // Add an arc through 8 to 9 CGContextAddArcToPoint(context, minx, maxy, minx, midy, radius); // Close the path CGContextClosePath(context); // Fill & stroke the path CGContextDrawPath(context, kCGPathFillStroke);
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