self.myPath=[UIBezierPath bezierPathWithArcCenter:center
radius:200
startAngle:0
endAngle:180
clockwise:YES];
(This much I was able to get up running with some web searching).
I have this path. Now I want to fill the reverse of this path, so leaving this portion and filling everything else. How can I finish the coding? I don't have much info on this.
The area it is showing after using Cemal Answer previously it only showed a circle with red stroke.
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
self.backgroundColor = [UIColor whiteColor];
self.punchedOutPath =
[UIBezierPath bezierPathWithOvalInRect:CGRectMake(50, 50, 400, 400)];
self.fillColor = [UIColor redColor];
self.alpha = 0.8;
}
return self;
}
- (void)drawRect:(CGRect)rect
{
[[self fillColor] set];
UIRectFill(rect);
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGContextSetBlendMode(ctx, kCGBlendModeDestinationOut);
[[self punchedOutPath] fill];
CGContextSetBlendMode(ctx, kCGBlendModeNormal);
}
Use bezierPathByReversingPath
. From the docs (iOS 6.0+ only):
Creates and returns a new bezier path object with the reversed contents of the current path.
so to reverse your path, you'd just:
UIBezierPath* aPath = [UIBezierPath bezierPathWithArcCenter:center
radius:200
startAngle:0
endAngle:180
clockwise:YES];
self.myPath = [aPath bezierPathByReversingPath];
Here's an alternative that doesn't require reversing the path at all.
You have a portion of a view you essentially want to "clip out":
Let's say you want the white area to be [UIColor whiteColor]
with 75% alpha. Here's how you do it quickly:
UIView
subclass.This view has two properties:
@property (retain) UIColor *fillColor;
@property (retain) UIBezierPath *punchedOutPath;
You override its -drawRect:
method to do this:
- (void)drawRect:(CGRect)rect {
[[self fillColor] set];
UIRectFill(rect);
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGContextSetBlendMode(ctx, kCGBlendModeDestinationOut);
[[self punchedOutPath] fill];
CGContextSetBlendMode(ctx, kCGBlendModeNormal);
}
There's a caveat here: The fillColor
of the view must not include the alpha component. So in your case, you'd want that to just be [UIColor whiteColor]
. You then apply the alpha bit yourself by calling [myView setAlpha:0.75]
.
What's going on here: This is using a blend mode called "Destination Out". Mathematically it's defined as R = D*(1 - Sa)
, but in layman's terms it means "Destination image wherever destination image is opaque but source image is transparent, and transparent elsewhere."
So it's going to use the destination (i.e., what's already in the context) wherever the new stuff is transparent (i.e. outside of the bezier path), and then where the bezier path would be opaque, that stuff is going to become transparent. However, the destination stuff must already be opaque. If it's not opaque, the blending doesn't do what you want. This is why you have to provide an opaque UIColor
and then do any transparency you want with the view directly.
I ran this myself, with these circumstances:
[UIColor greenColor]
backgroundfillColor
is whitepunchedOutPath
is a oval that's inset 10 points from the edges of the view.alpha
of 0.75
With the code above, I get this:
The interior is pure green, and the outside has the semi-transparent overlay.
Update
If your covering is an image, then you'll need to create a new image. But the principle is the same:
UIImage* ImageByPunchingPathOutOfImage(UIImage *image, UIBezierPath *path) {
UIGraphicsBeginImageContextWithOptions([image size], YES, [image scale]);
[image drawAtPoint:CGPointZero];
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGContextSetBlendMode(ctx, kCGBlendModeDestinationOut);
[path fill];
UIImage *final = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return final;
}
You would then take the result of this function and put it into a UIImageView
.
You can put this into a single screen app into the view controller: It will make a yellow background view and a blue layer on top of it that has an oval region cut out by a mask.
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
// create a yellow background
UIView *bg = [[UIView alloc] initWithFrame:self.view.bounds];
bg.backgroundColor = [UIColor yellowColor];
[self.view addSubview:bg];
// create the mask that will be applied to the layer on top of the
// yellow background
CAShapeLayer *maskLayer = [CAShapeLayer layer];
maskLayer.fillRule = kCAFillRuleEvenOdd;
maskLayer.frame = self.view.frame;
// create the paths that define the mask
UIBezierPath *maskLayerPath = [UIBezierPath bezierPath];
[maskLayerPath appendPath:[UIBezierPath bezierPathWithRect:CGRectInset(self.view.bounds, 20, 20)]];
// here you can play around with paths :)
// [maskLayerPath appendPath:[UIBezierPath bezierPathWithOvalInRect:(CGRect){{80, 80}, {140, 190}}]];
[maskLayerPath appendPath:[UIBezierPath bezierPathWithOvalInRect:(CGRect){{100, 100}, {100, 150}}]];
maskLayer.path = maskLayerPath.CGPath;
// create the layer on top of the yellow background
CALayer *imageLayer = [CALayer layer];
imageLayer.frame = self.view.layer.bounds;
imageLayer.backgroundColor = [[UIColor blueColor] CGColor];
// apply the mask to the layer
imageLayer.mask = maskLayer;
[self.view.layer addSublayer:imageLayer];
}
this might answer this question as well: UIBezierPath Subtract Path
I have two solution for you.
Draw this path on a CALayer
. And use that CALayer
as a mask layer for you actual CALayer
.
Draw a rectangle with the sizes of you frame before adding arc.
UIBezierPath *path = [UIBezierPath bezierPathWithRect:view.frame];
[path addArcWithCenter:center
radius:200
startAngle:0
endAngle:2*M_PI
clockwise:YES];
I would use second solution. :)
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With