使用UIBezierPath绘制圆角

Zba*_*itZ 2 calayer ios uibezierpath swift

我有一个设计元素,无法弄清楚;希望有人可以指出正确的方向。我尝试构建的元素就是这样;

没有下边框的圆形按钮

实际上,它是一个圆角矩形,在左侧,顶部和右侧都有笔触(底部应没有笔触)。

我涉猎了以下代码;

// Create the rounded rectangle
let maskPath = UIBezierPath(roundedRect: myView.bounds, byRoundingCorners: [.topLeft, .topRight], cornerRadii: CGSize(width: 4.0, height: 4.0))

// Setup a shape layer
let shape = CAShapeLayer()

// Create the shape path
shape.path = maskPath.cgPath

// Apply the mask
myView.layer.mask = shape
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随后,我使用以下内容在矩形周围绘制笔触;

// Add border
let borderLayer = CAShapeLayer()
borderLayer.path = maskPath.cgPath
borderLayer.fillColor = UIColor.clear.cgColor
borderLayer.strokeColor = UIColor.white.cgColor
borderLayer.lineWidth = 2.0
borderLayer.frame = self.bounds
self.layer.addSublayer(borderLayer)
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这将产生以下图像;

圆角矩形笔画

我无法弄清楚如何使用UIBezierPath()删除底部笔画绘制项目,但是以与舍入的rect相同的方式舍入拐角(我正在使用另一个舍入的rect)。相同的视图用于不同的目的,并且圆角必须相同)。

谢谢!

mat*_*att 5

不要使用形状图层。使用图层(或视图)。将 UIBezierPath 的路径绘制到其中并对其进行描边,然后通过绘制并使用.clear混合模式描边来擦除底线。

结果:

在此处输入图片说明

代码(根据需要修改;我在这里使用一个清晰​​的 UIView 来绘制形状作为其draw代码):

let p = UIBezierPath(roundedRect: self.bounds,
                     byRoundingCorners: [.topLeft, .topRight],
                     cornerRadii: CGSize(width: 4.0, height: 4.0))
UIColor.white.setStroke()
p.stroke()
let p2 = UIBezierPath()
p2.move(to: CGPoint(x:0, y:self.bounds.height))
p2.addLine(to: CGPoint(x:self.bounds.width, y:self.bounds.height))
p2.lineWidth = 2
p2.stroke(with: .clear, alpha: 1)
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编辑另一种方法是在绘制圆角矩形之前剪掉底线区域:

let p1 = UIBezierPath(rect: CGRect(origin:.zero,
                                   size:CGSize(width:self.bounds.width, height:self.bounds.height-2)))
p1.addClip()
let p = UIBezierPath(roundedRect: self.bounds,
                     byRoundingCorners: [.topLeft, .topRight],
                     cornerRadii: CGSize(width: 4.0, height: 4.0))
UIColor.white.setStroke()
p.stroke()
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rob*_*off 5

CGMutablePath方法addArc(tangent1End:tangent2End:radius:transform:)旨在轻松制作圆角。

extension CGMutablePath {
    static func bottomlessRoundedRect(in rect: CGRect, radius: CGFloat) -> CGMutablePath {
        let path = CGMutablePath()
        path.move(to: CGPoint(x: rect.minX, y: rect.maxY))
        path.addArc(tangent1End: CGPoint(x: rect.minX, y: rect.minY), tangent2End: CGPoint(x: rect.maxX, y: rect.minY), radius: radius)
        path.addArc(tangent1End: CGPoint(x: rect.maxX, y: rect.minY), tangent2End: CGPoint(x: rect.maxX, y: rect.maxY), radius: radius)
        path.addLine(to: CGPoint(x: rect.maxX, y: rect.maxY))
        return path
    }
}
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一旦有了该方法,最好使用自定义视图进行管理,CAShapeLayer以便它可以自动适应大小变化。演示:

class MyFrameView: UIView {
    override class var layerClass: AnyClass { return CAShapeLayer.self }

    override func layoutSubviews() {
        super.layoutSubviews()
        let layer = self.layer as! CAShapeLayer
        layer.lineWidth = 2
        layer.strokeColor = UIColor.white.cgColor
        layer.fillColor = nil
        layer.path = CGMutablePath.bottomlessRoundedRect(in: bounds.insetBy(dx: 10, dy: 10), radius: 8)
    }
}

import PlaygroundSupport

let view = UIView(frame: CGRect(x: 0, y: 0, width: 120, height: 60))
view.backgroundColor = #colorLiteral(red: 0.7034167647, green: 0.4845994711, blue: 0.6114708185, alpha: 1)
let frameView = MyFrameView(frame: view.bounds)
frameView.autoresizingMask = [.flexibleWidth, .flexibleHeight]
view.addSubview(frameView)
let label = UILabel(frame: view.bounds)
label.text = "Hello"
label.textColor = .white
label.textAlignment = .center
view.addSubview(label)

PlaygroundPage.current.liveView = view
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结果:

演示