Ben*_*son 1 xcode calayer ios uibezierpath swift
所以我正在尝试制作一个进度条。所以我制作了圆形路径,但我希望点位于进度条的末尾,但是如何使点的位置位于当前进度的末尾?
private func simpleShape() {
let width: CGFloat = 10
createCircle()
//make circle transparant in middle
progressLayer.fillColor = UIColor.clear.cgColor
progressLayer.strokeColor = UIColor.blue.cgColor
progressLayer.lineCap = CAShapeLayerLineCap.round
progressLayer.lineWidth = width
progressLayer.strokeStart = 0
progressLayer.strokeEnd = 0
//unfilled
backLayer.lineWidth = width
backLayer.strokeColor = #colorLiteral(red: 0.1411764706, green: 0.1725490196, blue: 0.2431372549, alpha: 1).cgColor
backLayer.strokeEnd = 1
self.layer.addSublayer(gradientLayer)
}
private func createCircle() {
//create circle
let circle = UIView(frame: bounds)
circle.layoutIfNeeded()
let centerPoint = CGPoint (x: circle.bounds.width / 2, y: circle.bounds.width / 2)
let circleRadius: CGFloat = circle.bounds.width / 2 * 0.83
let circlePath = UIBezierPath(arcCenter: centerPoint, radius: circleRadius, startAngle: CGFloat(-0.475 * Double.pi), endAngle: CGFloat(1.525 * Double.pi), clockwise: true)
//add layers
progressLayer.path = circlePath.cgPath
backLayer.path = circlePath.cgPath
circle.layer.addSublayer(backLayer)
circle.layer.addSublayer(progressLayer)
addSubview(circle)
circle.layer.addSublayer(dotLayer)
}
let dotLayer = CAShapeLayer()
public func setProgress(_ progress: CGFloat) {
progressLayer.strokeEnd = CGFloat(progress)
if let progressEndpoint = progressLayer.path?.currentPoint {
dotLayer.position = progressEndpoint
}
}
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这就是我得到的
这就是我要的
你\xe2\x80\x99必须自己计算。因此,请从弧的起始角和结束角算出角度:
\n\nlet angle = (endAngle - startAngle) * progress + startAngle\nRun Code Online (Sandbox Code Playgroud)\n\n然后使用基本三角学来确定该点落在哪里:
\n\nlet point = CGPoint(x: centerPoint.x + radius * cos(angle),\n y: centerPoint.y + radius * sin(angle))\n\ndotLayer.position = point\nRun Code Online (Sandbox Code Playgroud)\n\n顺便说一句,我\xe2\x80\x99d建议将子层的添加(这是初始配置过程的一部分)与更新路径(这是视图布局过程的一部分,如果框架可能会再次调用)分开视图更改、应用约束等)。因此,也许:
\n\n@IBDesignable\nclass ProgressView: UIView {\n var progress: CGFloat = 0 { didSet { updateProgress() } }\n\n private var centerPoint: CGPoint = .zero\n private var radius: CGFloat = 0\n private let startAngle: CGFloat = -0.475 * .pi\n private let endAngle: CGFloat = 1.525 * .pi\n private let lineWidth: CGFloat = 10\n\n private lazy var progressLayer: CAShapeLayer = {\n let shapeLayer = CAShapeLayer()\n shapeLayer.fillColor = UIColor.clear.cgColor\n shapeLayer.strokeColor = UIColor.blue.cgColor\n shapeLayer.lineCap = .round\n shapeLayer.lineWidth = lineWidth\n shapeLayer.strokeStart = 0\n shapeLayer.strokeEnd = progress\n return shapeLayer\n }()\n\n private lazy var backLayer: CAShapeLayer = {\n let shapeLayer = CAShapeLayer()\n shapeLayer.lineWidth = lineWidth\n shapeLayer.strokeColor = #colorLiteral(red: 0.1411764706, green: 0.1725490196, blue: 0.2431372549, alpha: 1).cgColor\n return shapeLayer\n }()\n\n private lazy var dotLayer: CAShapeLayer = {\n let shapeLayer = CAShapeLayer()\n shapeLayer.path = UIBezierPath(arcCenter: .zero, radius: lineWidth / 2 * 1.75, startAngle: 0, endAngle: 2 * .pi, clockwise: true).cgPath\n shapeLayer.fillColor = UIColor.white.withAlphaComponent(0.5).cgColor\n return shapeLayer\n }()\n\n override init(frame: CGRect) {\n super.init(frame: frame)\n addSublayers()\n }\n\n required init?(coder: NSCoder) {\n super.init(coder: coder)\n addSublayers()\n }\n\n override func layoutSubviews() {\n super.layoutSubviews()\n\n updatePaths()\n updateProgress()\n }\n}\n\nprivate extension ProgressView {\n func addSublayers() {\n layer.addSublayer(backLayer)\n layer.addSublayer(progressLayer)\n layer.addSublayer(dotLayer)\n }\n\n func updatePaths() {\n centerPoint = CGPoint(x: bounds.midX, y: bounds.midY)\n radius = min(bounds.width, bounds.height) / 2 * 0.83\n\n let circlePath = UIBezierPath(arcCenter: centerPoint, radius: radius, startAngle: startAngle, endAngle: endAngle, clockwise: true)\n\n progressLayer.path = circlePath.cgPath\n backLayer.path = circlePath.cgPath\n }\n\n func updateProgress() {\n progressLayer.strokeEnd = progress\n\n let angle = (endAngle - startAngle) * progress + startAngle\n let point = CGPoint(x: centerPoint.x + radius * cos(angle),\n y: centerPoint.y + radius * sin(angle))\n\n dotLayer.position = point\n }\n}\nRun Code Online (Sandbox Code Playgroud)\n
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