Book Image

Learning iOS UI Development

Book Image

Learning iOS UI Development

Overview of this book

Through this comprehensive one-stop guide, you’ll get to grips with the entire UIKit framework and in a flash, you’ll be creating modern user interfaces for your iOS devices using Swift. Starting with an overview of the iOS drawing system and the available tools, you will then learn how to use these technologies to create adaptable layouts and custom elements for your applications. Next, you’ll be introduced to other topics such as animation and code-drawing with Core Graphics, which will give you all the knowledge you need to create astonishing user interfaces. By the end of this book, you will have a solid foundation in iOS user interface development and will have gained valuable insights on the process of building firm and complex UIs.
Table of Contents (16 chapters)
Learning iOS UI Development
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Drawing on the graphic context


Thanks to the core graphics frameworks, you can access the Quartz 2D engine, an API based on interesting drawing tools such as path-based design, color management, transformations, masking, and color blending.

Note

Note that it is common to refer to core graphics and Quartz 2D interchangeably. To be precise, core graphics is the framework that contains Quartz 2D; all the functions of this API use CG as prefix. Quartz 2D is not to be confused with Quartz Core, though. The latter is in fact the framework that contains core animation and core image.

When it comes to using core graphics, the main rule of thumb is that if you want to perform any kind of drawing, you need to get access to a graphic context. The context becomes a sort of dashboard where all the drawing operations are executed.

The data type that represents a context is CGContextRef (or just CGContext), which is an opaque object that encapsulates all the information needed to draw, depending on the drawing...