NSBezierPath with Line arrowhead.

The following method returns the arrowheads ( bezierpath objects ).

See the return statement you will understand.


+ (NSArray *)bezierPathWithLineArrowHeadOfstartPoint:(NSPoint)startPoint endPoint:(NSPoint)endPoint startLineStyle:(INLineArrowStyle)lineTailStyle endLineStyle:(INLineArrowStyle)lineHeadStyle width:(float)lineWidth

{
    double start_H_Left_r,start_V_Top_r,end_H_Right_r,end_V_Bottom_r;
    long line_Width_l;
    start_H_Left_r = startPoint.x;
    start_V_Top_r = startPoint.y;
    end_H_Right_r = endPoint.x;
    end_V_Bottom_r = endPoint.y;
    line_Width_l = lineWidth; //This method works best for lines widths <= 3
    NSString *startingSide = [NSString string];
   
    if ( start_H_Left_r <= end_H_Right_r )
        startingSide = [NSString stringWithFormat:@”left”];
    else
        if ( start_H_Left_r >= end_H_Right_r )
            startingSide = [NSString stringWithFormat:@”right”];
   
    double slope;
    slope = ( end_V_Bottom_r – start_V_Top_r )/((start_H_Left_r – end_H_Right_r ) + 0.1);
    //sets the slope to a “high” number when the line is horizontal or vertical
    if ( slope > 350 )
        slope = -350;
    else
        if ( slope < -350 )
            slope = 350;
   
    // This sets the length of the arrow from the tip to the base.
    double adjR,oppR,startingPointR,xStartingPointR = 0.0f,yStartingPointR = 0.0f;
   
    // the length of the arrow is 8 pixels + the line width
    startingPointR = 18 + line_Width_l;
   
    adjR = sqrt( (pow(startingPointR,2))/pow((abs(slope) + 1),2) ); // deltaX
    oppR = slope * adjR; // deltaY
   
    // This adjusts the starting point for the base of the arrow so it is correctly oriented on the line.
    if ( [startingSide isEqualToString: @”left”] ) {
        xStartingPointR = adjR;
        yStartingPointR = oppR;
    } else
        if ( [startingSide isEqualToString: @”right”] ) {
            xStartingPointR = -adjR;
            yStartingPointR = -oppR;
        } else
            NSLog(@”shouldn’t happen”);
   
    // This calculates the base of the arrow
    double lengthOfPerpendicularR,tangentLineLengthR;
    tangentLineLengthR = 4 + line_Width_l;
    lengthOfPerpendicularR = sqrt( (pow(tangentLineLengthR,2))/(4*(pow(slope,2) + 1)));
   
    //This calculates the base of the arrow for the polygon
    double pStart_H_Left_r,pStart_V_Top_r,pEnd_H_Right_r,pEnd_V_Bottom_r;
   
    pStart_H_Left_r = end_H_Right_r – xStartingPointR – ( lengthOfPerpendicularR * slope );
    pStart_V_Top_r = end_V_Bottom_r + yStartingPointR – ( lengthOfPerpendicularR );
    pEnd_H_Right_r = end_H_Right_r – xStartingPointR + ( lengthOfPerpendicularR * slope );
    pEnd_V_Bottom_r = end_V_Bottom_r + yStartingPointR + ( lengthOfPerpendicularR );
   
    NSBezierPath *arrowHead,*arrowTail;
    arrowHead = arrowTail = [NSBezierPath bezierPath];
    [arrowHead moveToPoint:endPoint];
    if ( lineHeadStyle == INArrowStyle ) {
        [arrowHead lineToPoint:NSMakePoint(pStart_H_Left_r,pStart_V_Top_r)];
        [arrowHead lineToPoint:NSMakePoint(pEnd_H_Right_r,pEnd_V_Bottom_r)];
        [arrowHead lineToPoint:endPoint];
    } else if ( lineHeadStyle == INCircleStyle ) {
        [arrowHead appendBezierPathWithOvalInRect:NSMakeRect(endPoint.x-2.5f,endPoint.y-2.5f,5.0f,5.0f)];
    } else if ( lineHeadStyle == INOpenArrowStyle ) {
        [arrowHead lineToPoint:NSMakePoint(pStart_H_Left_r,pStart_V_Top_r)];
        [arrowHead lineToPoint:endPoint];
        [arrowHead lineToPoint:NSMakePoint(pEnd_H_Right_r,pEnd_V_Bottom_r)];
        [arrowHead lineToPoint:endPoint];
    } else if ( lineHeadStyle == INDiamondStyle ) {
        NSPoint s1 = NSMakePoint(pStart_H_Left_r,pStart_V_Top_r);
        NSPoint s2 = NSMakePoint(pEnd_H_Right_r,pEnd_V_Bottom_r);
        float xV = s2.x-s1.x;
        float xValue = s1.x+(xV/2.0f);
        float yV = s2.y-s1.y;
        float yValue = s1.y+(yV/2.0f);
        float pointX = endPoint.x-((endPoint.x-xValue)*2);
        float pointY = endPoint.y-((endPoint.y-yValue)*2);
        [arrowHead lineToPoint:s1];
        [arrowHead lineToPoint:NSMakePoint(pointX,pointY)];
        [arrowHead lineToPoint:s2];
        [arrowHead lineToPoint:endPoint];
    } else if ( lineHeadStyle == INPointYArrowStyle ) {
        NSPoint s1 = NSMakePoint(pStart_H_Left_r,pStart_V_Top_r);
        NSPoint s2 = NSMakePoint(pEnd_H_Right_r,pEnd_V_Bottom_r);
        float xV = s2.x-s1.x;
        float xValue = s1.x+(xV/2.0f);
        float yV = s2.y-s1.y;
        float yValue = s1.y+(yV/2.0f);
        float pointX = endPoint.x-((endPoint.x-xValue)/2);
        float pointY = endPoint.y-((endPoint.y-yValue)/2);
        [arrowHead lineToPoint:s1];
        [arrowHead lineToPoint:NSMakePoint(pointX,pointY)];
        [arrowHead lineToPoint:s2];
        [arrowHead lineToPoint:endPoint];
    }

    [arrowTail moveToPoint:startPoint];

    pStart_H_Left_r = start_H_Left_r + xStartingPointR + ( lengthOfPerpendicularR * slope );
    pStart_V_Top_r = start_V_Top_r – yStartingPointR + ( lengthOfPerpendicularR );
    pEnd_H_Right_r = start_H_Left_r + xStartingPointR – ( lengthOfPerpendicularR * slope );
    pEnd_V_Bottom_r = start_V_Top_r – yStartingPointR – ( lengthOfPerpendicularR );

    if ( lineTailStyle == INArrowStyle ) {
        [arrowTail lineToPoint:NSMakePoint(pStart_H_Left_r,pStart_V_Top_r)];
        [arrowTail lineToPoint:NSMakePoint(pEnd_H_Right_r,pEnd_V_Bottom_r)];
        [arrowTail lineToPoint:startPoint];
    } else if ( lineTailStyle == INCircleStyle ) {
        [arrowTail appendBezierPathWithOvalInRect:NSMakeRect(startPoint.x-2.5f,startPoint.y-2.5f,5.0f,5.0f)];
    } else if ( lineTailStyle == INOpenArrowStyle ) {
        [arrowTail lineToPoint:NSMakePoint(pStart_H_Left_r,pStart_V_Top_r)];
        [arrowTail lineToPoint:startPoint];
        [arrowTail lineToPoint:NSMakePoint(pEnd_H_Right_r,pEnd_V_Bottom_r)];
        [arrowTail lineToPoint:startPoint];
    } else if ( lineTailStyle == INDiamondStyle ) {
        NSPoint s1 = NSMakePoint(pStart_H_Left_r,pStart_V_Top_r);
        NSPoint s2 = NSMakePoint(pEnd_H_Right_r,pEnd_V_Bottom_r);
        float xV = s2.x-s1.x;
        float xValue = s1.x+(xV/2.0f);
        float yV = s2.y-s1.y;
        float yValue = s1.y+(yV/2.0f);
        float pointX = startPoint.x-((startPoint.x-xValue)*2);
        float pointY = startPoint.y-((startPoint.y-yValue)*2);
        [arrowTail lineToPoint:s1];
        [arrowTail lineToPoint:NSMakePoint(pointX,pointY)];
        [arrowTail lineToPoint:s2];
        [arrowTail lineToPoint:startPoint];
    } else if ( lineTailStyle == INPointYArrowStyle ) {
        NSPoint s1 = NSMakePoint(pStart_H_Left_r,pStart_V_Top_r);
        NSPoint s2 = NSMakePoint(pEnd_H_Right_r,pEnd_V_Bottom_r);
        float xV = s2.x-s1.x;
        float xValue = s1.x+(xV/2.0f);
        float yV = s2.y-s1.y;
        float yValue = s1.y+(yV/2.0f);
        float pointX = startPoint.x-((startPoint.x-xValue)/2);
        float pointY = startPoint.y-((startPoint.y-yValue)/2);
        [arrowTail lineToPoint:s1];
        [arrowTail lineToPoint:NSMakePoint(pointX,pointY)];
        [arrowTail lineToPoint:s2];
        [arrowTail lineToPoint:startPoint];
    }

    return [NSArray arrayWithObjects:arrowHead,arrowTail,nil];
}

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2 Responses to “NSBezierPath with Line arrowhead.”

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