added one button play feature, like in desktop frontend; need to make sure that the hardcoded stuff never gets deleted
//
// MGSplitCornersView.m
// MGSplitView
//
// Created by Matt Gemmell on 28/07/2010.
// Copyright 2010 Instinctive Code.
//
#import "MGSplitCornersView.h"
@implementation MGSplitCornersView
#pragma mark -
#pragma mark Setup and teardown
- (id)initWithFrame:(CGRect)frame
{
if ((self = [super initWithFrame:frame])) {
self.contentMode = UIViewContentModeRedraw;
self.userInteractionEnabled = NO;
self.opaque = NO;
self.backgroundColor = [UIColor clearColor];
cornerRadius = 0.0; // actual value is set by the splitViewController.
cornersPosition = MGCornersPositionLeadingVertical;
}
return self;
}
- (void)dealloc
{
self.cornerBackgroundColor = nil;
[super dealloc];
}
#pragma mark -
#pragma mark Geometry helpers
double deg2Rad(double degrees)
{
// Converts degrees to radians.
return degrees * (M_PI / 180.0);
}
double rad2Deg(double radians)
{
// Converts radians to degrees.
return radians * (180 / M_PI);
}
#pragma mark -
#pragma mark Drawing
- (void)drawRect:(CGRect)rect
{
// Draw two appropriate corners, with cornerBackgroundColor behind them.
if (cornerRadius > 0) {
if (NO) { // just for debugging.
[[UIColor redColor] set];
UIRectFill(self.bounds);
}
float maxX = CGRectGetMaxX(self.bounds);
float maxY = CGRectGetMaxY(self.bounds);
UIBezierPath *path = [UIBezierPath bezierPath];
CGPoint pt = CGPointZero;
switch (cornersPosition) {
case MGCornersPositionLeadingVertical: // top of screen for a left/right split
[path moveToPoint:pt];
pt.y += cornerRadius;
[path appendPath:[UIBezierPath bezierPathWithArcCenter:pt radius:cornerRadius startAngle:deg2Rad(90) endAngle:0 clockwise:YES]];
pt.x += cornerRadius;
pt.y -= cornerRadius;
[path addLineToPoint:pt];
[path addLineToPoint:CGPointZero];
[path closePath];
pt.x = maxX - cornerRadius;
pt.y = 0;
[path moveToPoint:pt];
pt.y = maxY;
[path addLineToPoint:pt];
pt.x += cornerRadius;
[path appendPath:[UIBezierPath bezierPathWithArcCenter:pt radius:cornerRadius startAngle:deg2Rad(180) endAngle:deg2Rad(90) clockwise:YES]];
pt.y -= cornerRadius;
[path addLineToPoint:pt];
pt.x -= cornerRadius;
[path addLineToPoint:pt];
[path closePath];
break;
case MGCornersPositionTrailingVertical: // bottom of screen for a left/right split
pt.y = maxY;
[path moveToPoint:pt];
pt.y -= cornerRadius;
[path appendPath:[UIBezierPath bezierPathWithArcCenter:pt radius:cornerRadius startAngle:deg2Rad(270) endAngle:deg2Rad(360) clockwise:NO]];
pt.x += cornerRadius;
pt.y += cornerRadius;
[path addLineToPoint:pt];
pt.x -= cornerRadius;
[path addLineToPoint:pt];
[path closePath];
pt.x = maxX - cornerRadius;
pt.y = maxY;
[path moveToPoint:pt];
pt.y -= cornerRadius;
[path addLineToPoint:pt];
pt.x += cornerRadius;
[path appendPath:[UIBezierPath bezierPathWithArcCenter:pt radius:cornerRadius startAngle:deg2Rad(180) endAngle:deg2Rad(270) clockwise:NO]];
pt.y += cornerRadius;
[path addLineToPoint:pt];
pt.x -= cornerRadius;
[path addLineToPoint:pt];
[path closePath];
break;
case MGCornersPositionLeadingHorizontal: // left of screen for a top/bottom split
pt.x = 0;
pt.y = cornerRadius;
[path moveToPoint:pt];
pt.y -= cornerRadius;
[path addLineToPoint:pt];
pt.x += cornerRadius;
[path appendPath:[UIBezierPath bezierPathWithArcCenter:pt radius:cornerRadius startAngle:deg2Rad(180) endAngle:deg2Rad(270) clockwise:NO]];
pt.y += cornerRadius;
[path addLineToPoint:pt];
pt.x -= cornerRadius;
[path addLineToPoint:pt];
[path closePath];
pt.x = 0;
pt.y = maxY - cornerRadius;
[path moveToPoint:pt];
pt.y = maxY;
[path addLineToPoint:pt];
pt.x += cornerRadius;
[path appendPath:[UIBezierPath bezierPathWithArcCenter:pt radius:cornerRadius startAngle:deg2Rad(180) endAngle:deg2Rad(90) clockwise:YES]];
pt.y -= cornerRadius;
[path addLineToPoint:pt];
pt.x -= cornerRadius;
[path addLineToPoint:pt];
[path closePath];
break;
case MGCornersPositionTrailingHorizontal: // right of screen for a top/bottom split
pt.y = cornerRadius;
[path moveToPoint:pt];
pt.y -= cornerRadius;
[path appendPath:[UIBezierPath bezierPathWithArcCenter:pt radius:cornerRadius startAngle:deg2Rad(270) endAngle:deg2Rad(360) clockwise:NO]];
pt.x += cornerRadius;
pt.y += cornerRadius;
[path addLineToPoint:pt];
pt.x -= cornerRadius;
[path addLineToPoint:pt];
[path closePath];
pt.y = maxY - cornerRadius;
[path moveToPoint:pt];
pt.y += cornerRadius;
[path appendPath:[UIBezierPath bezierPathWithArcCenter:pt radius:cornerRadius startAngle:deg2Rad(90) endAngle:0 clockwise:YES]];
pt.x += cornerRadius;
pt.y -= cornerRadius;
[path addLineToPoint:pt];
pt.x -= cornerRadius;
[path addLineToPoint:pt];
[path closePath];
break;
default:
break;
}
[self.cornerBackgroundColor set];
[path fill];
}
}
#pragma mark -
#pragma mark Accessors and properties
- (void)setCornerRadius:(float)newRadius
{
if (newRadius != cornerRadius) {
cornerRadius = newRadius;
[self setNeedsDisplay];
}
}
- (void)setSplitViewController:(MGSplitViewController *)theController
{
if (theController != splitViewController) {
splitViewController = theController;
[self setNeedsDisplay];
}
}
- (void)setCornersPosition:(MGCornersPosition)posn
{
if (cornersPosition != posn) {
cornersPosition = posn;
[self setNeedsDisplay];
}
}
- (void)setCornerBackgroundColor:(UIColor *)color
{
if (color != cornerBackgroundColor) {
[cornerBackgroundColor release];
cornerBackgroundColor = [color retain];
[self setNeedsDisplay];
}
}
@synthesize cornerRadius;
@synthesize splitViewController;
@synthesize cornersPosition;
@synthesize cornerBackgroundColor;
@end