Drawing an image is completely out
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by ct2k7
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Published on 2010-04-07T19:52:02Z
Indexed on
2010/04/07
19:53 UTC
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Hit count: 289
iphone
Hi I'm using this code below to let a user "draw" their signature on a UIView component on my app:
UIGraphicsBeginImageContext(signature.frame.size);
[drawImage.image drawInRect:CGRectMake(0, 0, signature.frame.size.width, signature.frame.size.height)];
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 5.0);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 1.0, 0.0, 0.0, 1.0);
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextStrokePath(UIGraphicsGetCurrentContext());
CGContextFlush(UIGraphicsGetCurrentContext());
drawImage.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext()
The issue I am having is that the drawing is not only is the drawing not in line with the pointer when in use in the simulator, the image is going outside of the designated UIView compontent and is getting smaller/out of focus the more I draw, as you can see in this image:
And after a few lines, showing the boundaries of the exact are of where I can draw:
Any ideas on what's happening here?
lastPoint.y
is defined as: lastPoint.y -= 20;
Any ideas on what on earth is happening here?
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