Quartz2D 笔记

星期三, 五月 18th, 2011

Graphics Contexts

创建window context

*To draw to the screen in an iOS application, you set up a UIView object and implement its drawRect: method to perform drawing. The view’s drawRect: method is called when the view is visible onscreen and its contents need updating. Before calling your custom drawRect: method, the view object automatically configures its drawing environment so that your code can start drawing immediately. As part of this configuration, the UIView object creates a graphics context (a CGContextRef opaque type) for the current drawing environment. You obtain this graphics context in your drawRect: method by calling the UIKit function UIGraphicsGetCurrentContext.

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@implementation MyQuartzView
 
- (id)initWithFrame:(NSRect)frameRect
{
    self = [super initWithFrame:frameRect];
    return self;
}
 
- (void)drawRect:(NSRect)rect
{
    CGContextRef myContext = [[NSGraphicsContext
                                currentContext] graphicsPort];
   // ********** Your drawing code here **********
    CGContextSetRGBFillColor (myContext, 1, 0, 0, 1);
    CGContextFillRect (myContext, CGRectMake (0, 0, 200, 100 ));
    CGContextSetRGBFillColor (myContext, 0, 0, 1, .5);// 5
    CGContextFillRect (myContext, CGRectMake (0, 0, 100, 200));
  }
 @end

创建bitmap context

*iOS Note: iOS applications should use the function UIGraphicsBeginImageContextWithOptions instead of using the low-level Quartz functions described here. If your application creates an offscreen bitmap using Quartz, the coordinate system used by bitmap graphics context is the default Quartz coordinate system. In contrast, if your application creates an image context by calling the function UIGraphicsBeginImageContextWithOptions, UIKit applies the same transformation to the context’s coordinate system as it does to a UIView object’s graphics context. This allows your application to use the same drawing code for either without having to worry about different coordinate systems. Although your application can manually adjust the coordinate transformation matrix to achieve the correct results, in practice, there is no performance benefit to doing so.

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CGContextRef MyCreateBitmapContext (int pixelsWide,
                            int pixelsHigh)
{
    CGContextRef    context = NULL;
    CGColorSpaceRef colorSpace;
    void *          bitmapData;
    int             bitmapByteCount;
    int             bitmapBytesPerRow;
 
    bitmapBytesPerRow   = (pixelsWide * 4);// 1
    bitmapByteCount     = (bitmapBytesPerRow * pixelsHigh);
 
    colorSpace = CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB);// 2
    bitmapData = calloc( bitmapByteCount );// 3
    if (bitmapData == NULL)
    {
        fprintf (stderr, "Memory not allocated!");
        return NULL;
    }
    context = CGBitmapContextCreate (bitmapData,// 4
                                    pixelsWide,
                                    pixelsHigh,
                                    8,      // bits per component
                                    bitmapBytesPerRow,
                                    colorSpace,
                                    kCGImageAlphaPremultipliedLast);
    if (context== NULL)
    {
        free (bitmapData);// 5
        fprintf (stderr, "Context not created!");
        return NULL;
    }
    CGColorSpaceRelease( colorSpace );// 6
 
    return context;// 7
}

CGBitmapContextCreate的第一个参数可以传null,以下是文档上的解释:
In iOS 4.0 and later, and Mac OS X v10.6 and later, you can pass NULL if you want Quartz to allocate memory for the bitmap. This frees you from managing your own memory, which reduces memory leak issues

绘制bitmap

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    CGRect myBoundingBox;// 1
 
    myBoundingBox = CGRectMake (0, 0, myWidth, myHeight);// 2
    myBitmapContext = MyCreateBitmapContext (400, 300);// 3
    // ********** Your drawing code here ********** // 4
    CGContextSetRGBFillColor (myBitmapContext, 1, 0, 0, 1);
    CGContextFillRect (myBitmapContext, CGRectMake (0, 0, 200, 100 ));
    CGContextSetRGBFillColor (myBitmapContext, 0, 0, 1, .5);
    CGContextFillRect (myBitmapContext, CGRectMake (0, 0, 100, 200 ));
    myImage = CGBitmapContextCreateImage (myBitmapContext);// 5
    CGContextDrawImage(myContext, myBoundingBox, myImage);// 6
    char *bitmapData = CGBitmapContextGetData(myBitmapContext); // 7
    CGContextRelease (myBitmapContext);// 8
    if (bitmapData) free(bitmapData); // 9

抗锯齿

void CGContextSetShouldAntialias (
CGContextRef c,
bool shouldAntialias
);