I've got a BezierPath which has the form of an arc more or less, the thing is that I want the user to be able to tap inside the arc (where it could be a door for being more clear) but not on the arc. But I can't do this, it's like the space inside the arc is also part of the BezierPath but the only thing is that it is transparent.
The code which creates the BezierPath is the following:
- (UIImageView*)drawBezierPath {
//// Bezier Drawing
UIBezierPath* bezierPath = [UIBezierPath bezierPath];
[bezierPath moveToPoint: CGPointMake(55.5, 643.5)];
[bezierPath addLineToPoint: CGPointMake(55.5, 417)];
[bezierPath addLineToPoint: CGPointMake(63, 399)];
[bezierPath addLineToPoint: CGPointMake(69.5, 381.5)];
[bezierPath addLineToPoint: CGPointMake(79, 363.5)];
[bezierPath addLineToPoint: CGPointMake(91, 346)];
[bezierPath addLineToPoint: CGPointMake(102, 331)];
[bezierPath addLineToPoint: CGPointMake(114.5, 314.5)];
[bezierPath addLineToPoint: CGPointMake(127.5, 301.5)];
[bezierPath addLineToPoint: CGPointMake(142.5, 286)];
[bezierPath addLineToPoint: CGPointMake(156.5, 273.5)];
[bezierPath addLineToPoint: CGPointMake(171, 260)];
[bezierPath addLineToPoint: CGPointMake(189.5, 247.5)];
[bezierPath addLineToPoint: CGPointMake(207.5, 234.5)];
[bezierPath addLineToPoint: CGPointMake(229.5, 222.5)];
[bezierPath addLineToPoint: CGPointMake(250, 211)];
[bezierPath addLineToPoint: CGPointMake(272.5, 202)];
[bezierPath addLineToPoint: CGPointMake(295.5, 194)];
[bezierPath addLineToPoint: CGPointMake(321, 186.5)];
[bezierPath addLineToPoint: CGPointMake(349, 180.5)];
[bezierPath addLineToPoint: CGPointMake(375, 179)];
[bezierPath addLineToPoint: CGPointMake(398, 177.5)];
[bezierPath addLineToPoint: CGPointMake(424.5, 177.5)];
[bezierPath addLineToPoint: CGPointMake(448.5, 180.5)];
[bezierPath addLineToPoint: CGPointMake(473, 184.5)];
[bezierPath addLineToPoint: CGPointMake(498.5, 192)];
[bezierPath addLineToPoint: CGPointMake(521.5, 200)];
[bezierPath addLineToPoint: CGPointMake(544.5, 209.5)];
[bezierPath addLineToPoint: CGPointMake(565.5, 220)];
[bezierPath addLineToPoint: CGPointMake(584, 231)];
[bezierPath addLineToPoint: CGPointMake(603, 244)];
[bezierPath addLineToPoint: CGPointMake(623.5, 259)];
[bezierPath addLineToPoint: CGPointMake(640.5, 274)];
[bezierPath addLineToPoint: CGPointMake(657.5, 290.5)];
[bezierPath addLineToPoint: CGPointMake(673, 308)];
[bezierPath addLineToPoint: CGPointMake(688.5, 327)];
[bezierPath addLineToPoint: CGPointMake(702.5, 346.5)];
[bezierPath addLineToPoint: CGPointMake(715, 368)];
[bezierPath addLineToPoint: CGPointMake(727, 392.5)];
[bezierPath addLineToPoint: CGPointMake(736.5, 414.5)];
[bezierPath addLineToPoint: CGPointMake(736.5, 644)];
[bezierPath addLineToPoint: CGPointMake(789.5, 644.5)];
[bezierPath addLineToPoint: CGPointMake(789.5, 1)];
[bezierPath addLineToPoint: CGPointMake(2.5, 1)];
[bezierPath addLineToPoint: CGPointMake(2, 645)];
[bezierPath addLineToPoint: CGPointMake(55.5, 643.5)];
[bezierPath closePath];
[[UIColor blackColor] setFill];
[bezierPath fill];
[[UIColor blackColor] setStroke];
bezierPath.lineWidth = 1;
[bezierPath stroke];
UIGraphicsBeginImageContext(CGSizeMake(800, 800));
//this gets the graphic context
CGContextRef context = UIGraphicsGetCurrentContext();
//you can stroke and/or fill
CGContextSetStrokeColorWithColor(context, [UIColor blackColor].CGColor);
CGContextSetFillColorWithColor(context, [UIColor blackColor].CGColor);
[bezierPath fill];
[bezierPath stroke];
//now get the image from the context
UIImage *bezierImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIImageView *bezierImageView = [[UIImageView alloc]initWithImage:bezierImage];
bezierImageView.alpha = 0;
bezierImageView.frame = CGRectMake(115, 92, bezierImageView.frame.size.width, bezierImageView.frame.size.height);
return bezierImageView;
}
In this method I create the bezierPath and the save it in a UIImageView for adding it to another view.
I thought that bezierPath serve for drawing strange forms and occuping only the space of that form, but now I don't know what to think!
Any ideas about that? thank you!
Step 1 : Add QuartzCore.Framwork
in your Project
Step 2 : #import <QuartzCore/QuartzCore.h>
in your .h file
Step 3 : Define a variable UIBezierPath *path;
in your .h file
Step 4 : Draw a Trianble Shape in Your viewDidLoad
method
path = [UIBezierPath bezierPath];
[path moveToPoint:CGPointMake(100, 100)];
[path addLineToPoint:CGPointMake(50, 200)];
[path addLineToPoint:CGPointMake(150, 200)];
[path closePath];
[path setLineWidth:2.0f];
// Draw a shape Layer with Triangle Path
CAShapeLayer *shapeLayer = [CAShapeLayer layer];
shapeLayer.fillColor = [UIColor redColor].CGColor;
shapeLayer.strokeColor = [UIColor yellowColor].CGColor;
shapeLayer.lineWidth = 2;
shapeLayer.path = path.CGPath;
// Add it to your view
[self.view.layer addSublayer:shapeLayer];
Step 5 : Implement following Touch Method to detect touch on View & Shape
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self.view];
if([path containsPoint:currentPoint])
{
NSLog(@"its Inside Triangle Path");
}
else
{
NSLog(@"OutSide Shape");
}
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self.view];
if([path containsPoint:currentPoint])
{
NSLog(@"its Inside Triangle Path");
}
else
{
NSLog(@"OutSide Shape");
}
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self.view];
if([path containsPoint:currentPoint])
{
NSLog(@"its Inside Triangle Path");
}
else
{
NSLog(@"OutSide Shape");
}
}
You can create any Shape like this and compare it.
You need to look for touch events (eg TouchesBegan, TouchesMoved, TouchesEnded, TouchesCancelled) in your view. When a touch occurs, you can get the location of the touch in your view. You can use this location and check if that point is inside your path.
See this post: Path Interaction
How views are drawn (your bezier path) is not much related to how they are interacted with user (touches).
I think you should implement -pointInside:withEvent:
in your UIView
subclass, this method determine if a touch event is inside a view. You should return NO
when the point should not be touchable.
Methods like -touchesBegan:
are also work, but a little more complicated.
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