How do you draw a line programmatically from a view controller?
I have a UIViewController
. How do I draw a line in one of its programmatically created views?
Solution 1:
There are two common techniques.
-
Using
CAShapeLayer
:-
Create a
UIBezierPath
(replace the coordinates with whatever you want):UIBezierPath *path = [UIBezierPath bezierPath]; [path moveToPoint:CGPointMake(10.0, 10.0)]; [path addLineToPoint:CGPointMake(100.0, 100.0)];
-
Create a
CAShapeLayer
that uses thatUIBezierPath
:CAShapeLayer *shapeLayer = [CAShapeLayer layer]; shapeLayer.path = [path CGPath]; shapeLayer.strokeColor = [[UIColor blueColor] CGColor]; shapeLayer.lineWidth = 3.0; shapeLayer.fillColor = [[UIColor clearColor] CGColor];
-
Add that
CAShapeLayer
to your view's layer:[self.view.layer addSublayer:shapeLayer];
In previous versions of Xcode, you had to manually add QuartzCore.framework to your project's "Link Binary with Libraries" and import the
<QuartzCore/QuartzCore.h>
header in your .m file, but that's not necessary anymore (if you have the "Enable Modules" and "Link Frameworks Automatically" build settings turned on). -
-
The other approach is to subclass
UIView
and then use CoreGraphics calls in thedrawRect
method:-
Create a
UIView
subclass and define adrawRect
that draws your line.You can do this with Core Graphics:
- (void)drawRect:(CGRect)rect { CGContextRef context = UIGraphicsGetCurrentContext(); CGContextSetStrokeColorWithColor(context, [[UIColor blueColor] CGColor]); CGContextSetLineWidth(context, 3.0); CGContextMoveToPoint(context, 10.0, 10.0); CGContextAddLineToPoint(context, 100.0, 100.0); CGContextDrawPath(context, kCGPathStroke); }
Or using
UIKit
:- (void)drawRect:(CGRect)rect { UIBezierPath *path = [UIBezierPath bezierPath]; [path moveToPoint:CGPointMake(10.0, 10.0)]; [path addLineToPoint:CGPointMake(100.0, 100.0)]; path.lineWidth = 3; [[UIColor blueColor] setStroke]; [path stroke]; }
-
Then you can either use this view class as the base class for your NIB/storyboard or view, or you can have your view controller programmatically add it as a subview:
PathView *pathView = [[PathView alloc] initWithFrame:self.view.bounds]; pathView.backgroundColor = [UIColor clearColor]; [self.view addSubview: pathView];
-
The Swift renditions of the two above approaches are as follows:
-
CAShapeLayer
:// create path let path = UIBezierPath() path.move(to: CGPoint(x: 10, y: 10)) path.addLine(to: CGPoint(x: 100, y: 100)) // Create a `CAShapeLayer` that uses that `UIBezierPath`: let shapeLayer = CAShapeLayer() shapeLayer.path = path.cgPath shapeLayer.strokeColor = UIColor.blue.cgColor shapeLayer.fillColor = UIColor.clear.cgColor shapeLayer.lineWidth = 3 // Add that `CAShapeLayer` to your view's layer: view.layer.addSublayer(shapeLayer)
-
UIView
subclass:class PathView: UIView { var path: UIBezierPath? { didSet { setNeedsDisplay() } } var pathColor: UIColor = .blue { didSet { setNeedsDisplay() } } override func draw(_ rect: CGRect) { // stroke the path pathColor.setStroke() path?.stroke() } }
And add it to your view hierarchy:
let pathView = PathView() pathView.translatesAutoresizingMaskIntoConstraints = false view.addSubview(pathView) NSLayoutConstraint.activate([ pathView.leadingAnchor.constraint(equalTo: view.leadingAnchor), pathView.trailingAnchor.constraint(equalTo: view.trailingAnchor), pathView.topAnchor.constraint(equalTo: view.topAnchor), pathView.bottomAnchor.constraint(equalTo: view.bottomAnchor) ]) pathView.backgroundColor = .clear let path = UIBezierPath() path.move(to: CGPoint(x: 10, y: 10)) path.addLine(to: CGPoint(x: 100, y: 100)) path.lineWidth = 3 pathView.path = path
Above, I'm adding
PathView
programmatically, but you can add it via IB, too, and just set itspath
programmatically.
Solution 2:
Create a UIView and add it as a subview of your view controller's view. You can modify this subview's height or width to be very small so that it looks like a line. If you need to draw a diagonal line you can modify the subviews transform property.
e.g. draw black horizontal line. This is called from within your view controller's implementation
UIView *lineView = [[UIView alloc] initWithFrame:CGRectMake(0,0, self.view.frame.size.width, 1)];
lineView.backgroundColor = [UIColor blackColor];
[self.view addSubview:lineView];
Solution 3:
Here's a cool technique you might find useful: Using blocks for drawing to avoid subclassing in Objective-C
Include the article's general-purpose view subclass in your project, then this is the kind of code you can put in your view controller to create a view on the fly that draws a line:
DrawView* drawableView = [[[DrawView alloc] initWithFrame:CGRectMake(0,0,320,50)] autorelease];
drawableView.drawBlock = ^(UIView* v,CGContextRef context)
{
CGPoint startPoint = CGPointMake(0,v.bounds.size.height-1);
CGPoint endPoint = CGPointMake(v.bounds.size.width,v.bounds.size.height-1);
CGContextSetStrokeColorWithColor(context, [UIColor grayColor].CGColor);
CGContextSetLineWidth(context, 1);
CGContextMoveToPoint(context, startPoint.x + 0.5, startPoint.y + 0.5);
CGContextAddLineToPoint(context, endPoint.x + 0.5, endPoint.y + 0.5);
CGContextStrokePath(context);
};
[self.view addSubview:drawableView];