Arcl core location xcode tutorial1/13/2024 ![]() With the fourth line of code, we add a line to our path that connects the bottom-left to the bottom-right side corners of the view. The following two commands are at the same logic like the previous one, and they connect points using lines. That line starts from the top-left corner and ends to the bottom-right corner of the view. Like the previous one, this method accepts a CGPoint value as an argument too, which obviously is the second point that we want to connect using the line to the first one. We provide that point, and at the same time we instruct the system to draw a line by using the addLine(to:) method. The next thing we want, is to create a line between the starting point and another one that we must specify. ![]() In our sample code, the coordinates (0.0, 0.0) mean the top-left corner of our view. That point is expressed as a CGPoint value, and the move(to:) method tells to the path what that point is. With the path object prepared, the first thing we always must do is to define a point that the shape will start to be drawn from. There are various initialisers that this class provides and accept different number and kind of parameters, but for now that simple one is all we need. At first, we initialise a UIBezierPath object.We’ll do that later.įirst, let’s have a detailed look at what all these lines do: The above creates a rectangle shape that will surround our view, but it still has no effect as we haven’t provided a context for the path where it’ll be rendered to. ![]() So, launch Xcode, and create a new single view application as shown next: In just a few steps we’ll have a project made and configured that way so we can start working on it. Unlike most of the other tutorials of mine, this time there’s not a starter project for you to download, but that’s not going to be a problem. Let’s get started by creating a new project on Xcode. ![]() You’ll learn some really interesting parts of the iOS development. If you’re a newcomer to this stuff, then go ahead. If you already possess some knowledge about bezier paths and shape layers, then this tutorial might add something new to that knowledge. We’ll meet a series of small, but straight to the point examples, so when you’re through this tutorial you’ll be familiar with the basics of both concepts, and you’ll enable yourself to start thinking about more complex cases after that. My goal in this tutorial is to give you practical guidelines on how to create bezier paths and how to use shape layer objects along with them. In addition, we’ll discuss about some of the most important properties of a shape layer object, and what their meaning is. Most of the times a shape layer object is added as an additional layer on top of the default one, but it can be also used as a mask. This class inherits from the CALayer, and an object of it is used by the default layer that every view has. The CAShapeLayer class just mentioned is also a topic of this post, and we’ll see a few things about it. To create special layers called CAShapeLayer objects.įrom all three options, we’ll meet the last two in this tutorial, so we don’t miss our scope with the Core Graphics programming details.The context needed is provided automatically then. To subclass the UIView class which you want to draw the custom shape to, and use its draw(_:) method provided by default.There are three ways to get a context like that: It needs a Core Graphics context where it can be rendered to. With it, it’s possible to create from simple shapes like rectangles, squares, ovals and circles to highly complex shapes by adding lines to a path, both straight and curved, between sets of points.Ī bezier path that is created by the above class cannot stand on its own. In simple words, with this class you can define custom paths that describe any shape, and use those paths to achieve any custom result you want. These problems can be avoided however, by using the UIBezierPath class, which according to the documentation, is what you need to create vector-based paths. However, there are always times that you need to create custom shaped views programmatically, and if you don’t know how, then problems start to arise. There are different ways and different approaches to draw a simple “screen” of an app: To use already made graphics by designers, implement the UI in code, use Interface Builder, use a combination of them, and so on. The process of developing apps includes amongst other things the creation of the user interface (UI) and all those simple or complicated views that appear on screen.
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