Dan*_*oph 10 objective-c ios uibezierpath
我有一个关于UIBezierPath的问题.
例如,我有这条路:

现在我想要一个从白色到红色的颜色渐变.从左到右.
这是我的代码:
UIBezierPath *bezierPath;
bezierPath = [UIBezierPath bezierPathWithArcCenter:_center radius:_radius startAngle:((4 * angle)) endAngle:(((20) * angle)) clockwise:YES];
[bezierPath addLineToPoint:_center];
[bezierPath closePath];
UIColor *color = [UIColor colorWithHue:0/sectors saturation:1. brightness:1. alpha:1];
[color setFill];
[color setStroke];
[bezierPath fill];
[bezierPath stroke];
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谁能帮我?
编辑1:
我有这个色轮:
UIBezierPath *bezierPath;
for ( int i = 0; i < 360; i++) {
bezierPath = [UIBezierPath bezierPathWithArcCenter:_center radius:_radius startAngle:((i * angle)) endAngle:(((i + 1) * angle)) clockwise:YES];
[bezierPath addLineToPoint:_center];
[bezierPath closePath];
UIColor *color = [UIColor colorWithHue:i/sectors saturation:1. brightness:1. alpha:1];
[color setFill];
[color setStroke];
[bezierPath fill];
[bezierPath stroke];
}
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但我想要这个:(用白色渐变色)
你可以尝试一下:)
- (void)drawRect:(CGRect)rect
{
CGFloat arcStep = (M_PI *2) / 360; // M_PI*2 is equivalent of full cirle
BOOL clocklwise = NO;
CGFloat x = CGRectGetWidth(rect) / 2; // circle's center
CGFloat y = CGRectGetHeight(rect) / 2; // circle's center
CGFloat radius = MIN(x, y) / 2;
CGContextRef ctx = UIGraphicsGetCurrentContext();
// draw colorful circle
CGContextSetLineWidth(ctx, radius*2);
for (CGFloat i = 0; i < 360; i+=1)
{
UIColor* c = [UIColor colorWithHue:i/360 saturation:1. brightness:1. alpha:1];
CGContextSetStrokeColorWithColor(ctx, c.CGColor);
CGFloat startAngle = i * arcStep;
CGFloat endAngle = startAngle + arcStep + 0.02;
CGContextAddArc(ctx, x, y, radius, startAngle, endAngle, clocklwise);
CGContextStrokePath(ctx);
}
// drawing circles then, you might want few of them - smaller radius and less alpha with each step
UIColor* c = [[UIColor whiteColor] colorWithAlphaComponent: 0.03];
for (CGFloat fillRadius = radius/2; fillRadius > 0; fillRadius -= 1.f)
{
CGContextSetLineWidth(ctx, fillRadius*2);
CGContextSetStrokeColorWithColor(ctx, c.CGColor);
CGContextAddArc(ctx, x, y, fillRadius, 0, M_PI * 2, clocklwise);
CGContextStrokePath(ctx);
}
}
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