Saturday 26 December 2009

drawing graphics for the iPhone (not opengl ES)

Don't we all want to make graphics like this : ?



Well , I'll try to explain how I did this (BTW this graphics comes from my iphone application iSignals).

First create a file in your project which is a subclass of UIView (via XCode>File>New File). Call it for example MyGraphView. 

Then you create a XIB with Interface Builder , in the XIB you add a view and you change the class identity to the custom view class MyGraphView.

And now comes the coding part, lets for the sake of clarity say that you have 2 arrays in MyGraphView (usually you'll pass them via a controller class). These arrays are called datapoints[] and ylabels[].

So let's see how the drawRect method is implemented.

- (void)drawRect:(CGRect)rect {

    // Drawing code


float width =  rect.size.width ;

float height = rect.size.height ;

CGContextRef currentContext ;

int i = 0 ;

 

 // Get the graphics context that we are currently executing under

currentContext = UIGraphicsGetCurrentContext() ;

   ;


 


In the first lines of the drawRect, I save the width and the height, I'll use this to calculate the scale factors.

To understand this you need to know a bit of coordinatesystems. The iPhone coordinates are simply the pixels that can be drawn. So for example a view can be 200 px wide and 300 px high.

But of course what more important is , is the world coordinatessystem. And these coordinates are the coordinates of your world.

For example if I want to plot 600 points and the range of those points are between 0.5 and 3.5 then my user coordinatessystem is: X-axis =(0,600) Y-axis  = (0.5,3.5).


So to convert user points into iphone points (or view points) I need to apply a scale factor. The scale factor is calculated as follows.


#define OFFSET_X 30.0f

#define OFFSET_Y 10.0f 


scale_factor_x = ( width -  OFFSET_X ) / ( [dataPoints count] - 0 );

scale_factor_y =   (height - OFFSET_Y ) / (max_y - min_y ) ; // max_y = max(dataPoints) ;min_y = min(dataPoints)


Note: OFFSET_X and OFFSET_Y are 2 constants to let some space in the view where I can are  plot the axes and labels of the axes.


So let's draw the axes , please note that in this first version I don't use CGPath's , later I'll refactor the code and use CGPath's.

And also be aware that I use the default orientation and default location of the origin of the view ( point (0,0) is in the upper left corner).


// draw the axes

CGContextSetRGBStrokeColor(currentContext, 0.83, 0.83, 0.83, 0.7); // this is sort of gray

CGContextMoveToPoint( currentContext,   OFFSET_X, height - OFFSET_Y  );

CGContextAddLineToPoint( currentContext,   OFFSET_X, OFFSET_Y );

CGContextMoveToPoint( currentContext,   OFFSET_X, height - OFFSET_Y   );

CGContextAddLineToPoint( currentContext,   width, height - OFFSET_Y  );

CGContextStrokePath(currentContext);

 


And draw some gridlines


        

CGContextSetRGBStrokeColor(currentContext, 0.83, 0.83, 0.83, 1);

CGFloat len[] = {4,2} ;


CGContextSetLineDash( currentContext, 0, len, 2 ) ;

    for ( i = OFFSET_X ; i <= height ; i = i + OFFSET_X )

{

CGContextMoveToPoint( currentContext,   OFFSET_X, height - OFFSET_Y - i );

CGContextAddLineToPoint( currentContext,   width, height - OFFSET_Y - i);

}

CGContextStrokePath(currentContext);

 

And then draw the graph of datapoints


  

CGContextSetRGBStrokeColor(currentContext, 1.0, 0.65, 0, 1);

    UIImage *red = [UIImage imageNamed: @"red.png"] ;

UIImage *green = [UIImage imageNamed: @"green.png"] ;

CGPoint aPoint ;

// draw the history graph

for( i = 0 ; i< [dataPoints count] ; i++ )

{

x =  OFFSET_X +    i * scale_factor_x ;

old_y = [[dataPoints objectAtIndex: i]  floatValue];

y =   (height -OFFSET_Y) - ([[dataPoints objectAtIndex: i]  floatValue] - min_y) * scale_factor_y ;

 

if ( old_x < 0 )

{

CGContextMoveToPoint( currentContext,   x, y  );

old_x = x ;

}

else

{

old_x = x ;

CGContextAddLineToPoint( currentContext,   x, y );

}

 

 

}

CGContextStrokePath(currentContext);

 

And now I show you how to add text in the graph (drawing the Y-labels, I will not give the code for the X-labels).


 

        // this is for the font

CGContextSetRGBStrokeColor(currentContext, 1, 1, 1, 1);

CGContextSetRGBFillColor(currentContext, 1.0, 1.0, 1.0, 0.8);

CGContextSelectFont(

currentContext,

"Helvetica-Bold",

FONT_SIZE,

kCGEncodingMacRoman

);

        // this transformation is to make sure that the text is written in the right direction

CGAffineTransform transform = CGAffineTransformMake(1.0,0, 0.0, -1.0, 0.0, 0.0);

 

        CGContextSetTextMatrix(currentContext, transform);

CGContextSetTextDrawingMode(currentContext, kCGTextFill);


// set Y-labels

float j1 = min_y ;

float step = (max_y - min_y)/ 7.0f ; // 7 labels

for ( i = 0.0f ; i <=height ; i = i + OFFSET_X )

{

  // set the precision of the label

if ( j1 > 999.0f )

{

    s1 = [NSString stringWithFormat:@"%4.0f", j1] ;

}

else

{

    s1 = [NSString stringWithFormat:@"%4.2f", j1] ;

}

j1 += step ;

CGContextShowTextAtPoint( currentContext,0 , height - OFFSET_Y - i , [s1 UTF8String] , [s1 length] ) ;


}

   

CGContextStrokePath(currentContext);

 


Voila this was it, next time I'll refactor the code and use Paths instead of each time saving and restoring the context

 



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