CGContextSetRGBFillColor 未设置正确的颜色
我的问题:正方形填充的颜色从黑色变为全蓝色(255),没有过渡颜色(深蓝色、深蓝色、蓝色...)。看来 CGContextSetRGBStroke 是附加的(WTF Oo)。就像如果蓝色是 14 而下一次更新我把 140 放在蓝色将是 154 而不是我设置的 140 。
有人遇到这个问题吗?
在.h中
CGFloat angle;
int width;
int height;
NSTimer* timer;
CGPoint touch;
在.m中
- (id)initWithFrame:(CGRect)frame
{
if ((self = [super initWithFrame:frame]))
{
angle=0;
width = frame.size.width;
height= frame.size.height;
//self.backgroundColor=[UIColor colorWithRed:0.1 green:0.1 blue:1 alpha:1];
timer = [NSTimer scheduledTimerWithTimeInterval:1 target:self selector:@selector(update:) userInfo:nil repeats:YES];
}
return self;
}
-(void)update:(NSTimer*)theTimer
{
[self setNeedsDisplay];
}
NS_INLINE CGFloat radians(CGFloat ang)
{
return ang*(M_PI/180.0f);
}
- (void)drawRect:(CGRect)rect
{
CGContextRef ctx=UIGraphicsGetCurrentContext();
//CGContextSetRGBFillColor(ctx, -1,-1,-1,-1);
CGContextSaveGState(ctx);
CGRect ourRect = CGRectMake(40+angle, 40+angle, 240, 120);
CGFloat colour=(touch.y/768)*255;
NSQLog(@"draw %f",colour);
CGContextSetRGBFillColor(ctx, 0.0,0.0,colour,1);
CGContextClearRect(ctx, rect);
CGContextFillRect(ctx, ourRect);
CGContextSetRGBStrokeColor(ctx, 0.0, 1.0, 0.0, 1.0);
CGContextStrokeRectWithWidth(ctx, ourRect, 10);
CGContextRestoreGState(ctx);
angle+=1;
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
touch= [[touches anyObject] locationInView:self];
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
touch= [[touches anyObject] locationInView:self];
}
My problem : the color of the fill in square go from black to full blue (255) with no transition color (darkest blue, dark blue, blue...). It seems that the CGContextSetRGBStroke is additive (WTF Oo) . like if the blue was 14 and the next update I put 140 the blue will be 154 and not 140 has I set.
Is someone get that problem ?
in the .h
CGFloat angle;
int width;
int height;
NSTimer* timer;
CGPoint touch;
in the .m
- (id)initWithFrame:(CGRect)frame
{
if ((self = [super initWithFrame:frame]))
{
angle=0;
width = frame.size.width;
height= frame.size.height;
//self.backgroundColor=[UIColor colorWithRed:0.1 green:0.1 blue:1 alpha:1];
timer = [NSTimer scheduledTimerWithTimeInterval:1 target:self selector:@selector(update:) userInfo:nil repeats:YES];
}
return self;
}
-(void)update:(NSTimer*)theTimer
{
[self setNeedsDisplay];
}
NS_INLINE CGFloat radians(CGFloat ang)
{
return ang*(M_PI/180.0f);
}
- (void)drawRect:(CGRect)rect
{
CGContextRef ctx=UIGraphicsGetCurrentContext();
//CGContextSetRGBFillColor(ctx, -1,-1,-1,-1);
CGContextSaveGState(ctx);
CGRect ourRect = CGRectMake(40+angle, 40+angle, 240, 120);
CGFloat colour=(touch.y/768)*255;
NSQLog(@"draw %f",colour);
CGContextSetRGBFillColor(ctx, 0.0,0.0,colour,1);
CGContextClearRect(ctx, rect);
CGContextFillRect(ctx, ourRect);
CGContextSetRGBStrokeColor(ctx, 0.0, 1.0, 0.0, 1.0);
CGContextStrokeRectWithWidth(ctx, ourRect, 10);
CGContextRestoreGState(ctx);
angle+=1;
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
touch= [[touches anyObject] locationInView:self];
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
touch= [[touches anyObject] locationInView:self];
}
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只是一个快速回答,因为我看到以下几行:
您应该将颜色部分指定为范围从 0.0f 到 1.0f 的 CGFloat。难道你的蓝色部分处于“0到255模式”?
编辑
根据您的代码判断,我认为您可以在颜色计算中省略乘以 255。当 y 为 0 时,蓝色分量为 0.0f;当 y 为 768 时,蓝色分量为 1.0f。
Just a quick answer as I'm seeing the following lines:
You should specify the color parts as a
CGFloat
ranging from 0.0f to 1.0f. Could it be your blue color part is in the "0 to 255 mode"?Edit
Judging by your code, I think you can leave out the multiply by 255 in the color calculation. When y is 0 you'll have 0.0f as blue color component and when y is 768 it'll be 1.0f.