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ios - UIBezierPath 绘制矩形以及所需的圆

转载 作者:塔克拉玛干 更新时间:2023-11-02 22:04:20 25 4
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我正在尝试使用 UIBezierPath(rect:) 构造函数绘制圆,但与圆一起 - 矩形形状也被绘制为框架并且可见。这是我的代码:

class ProgressView: UIView {
let progressLayer = CustomShapeLayer()//declared below this class
override init(frame: CGRect) {
super.init(frame: frame)
self.isOpaque = false
}

required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)

}
override func draw(_ rect: CGRect) {
let bounds = self.layer.bounds
let centerX = bounds.midX
let centerY = bounds.midY

let upperCenterPoint = CGPoint(x: centerX, y: (centerY))
let arcPathStartAngle: CGFloat = 2 * .pi
let arcPathEndAngle: CGFloat = 0.0
let radius: CGFloat = bounds.size.width / 3

print(centerX, centerY, radius, "dim")

let strokeWidth: CGFloat = 1//to show rect being formed
let arcPath = UIBezierPath(rect: bounds.insetBy(dx: -strokeWidth, dy: -strokeWidth))

arcPath.move(to: CGPoint(x: centerX + radius, y: centerY))
arcPath.addArc(withCenter: upperCenterPoint, radius: radius, startAngle: arcPathStartAngle, endAngle: arcPathEndAngle, clockwise: false)
arcPath.close()

progressLayer.strokeColor = UIColor.white.cgColor
progressLayer.path = arcPath.cgPath
self.layer.addSublayer(progressLayer)

let animateStrokeEnd = CABasicAnimation(keyPath: "strokeEnd")
animateStrokeEnd.duration = 2.0
animateStrokeEnd.fromValue = 0.0
animateStrokeEnd.toValue = 1.0

progressLayer.add(animateStrokeEnd, forKey: "animate stroke end animation")
}
}

//subclassing
class CustomShapeLayer: CAShapeLayer {
override init() {
super.init()

self.fillColor = UIColor.clear.cgColor
self.lineWidth = CGFloat(5*Double.pi)
self.lineCap = kCALineCapRound
}

required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}

我不需要将矩形绘制为框架,我是否只需要使用 UIBezierPath 空构造函数(因为它有目的),并且不能使用 UIBezierPath(rect:) 构造函数吗?

最佳答案

为这个 let arcPath = UIBezierPath() 替换 bezier 路径初始化 你的问题是你正在使用 UIBezierPath(rect: 初始化,它会创建一个矩形路径可以在这张图片中看到

enter image description here

完整绘制方法代码

override func draw(_ rect: CGRect) {
let bounds = self.layer.bounds
let centerX = bounds.midX
let centerY = bounds.midY

let upperCenterPoint = CGPoint(x: centerX, y: (centerY))
let arcPathStartAngle: CGFloat = 2 * .pi
let arcPathEndAngle: CGFloat = 0.0
let radius: CGFloat = bounds.size.width / 3

print(centerX, centerY, radius, "dim")

let strokeWidth: CGFloat = 1//to show rect being formed
let arcPath = UIBezierPath()
arcPath.move(to: CGPoint(x: centerX + radius, y: centerY))
arcPath.addArc(withCenter: upperCenterPoint, radius: radius, startAngle: arcPathStartAngle, endAngle: arcPathEndAngle, clockwise: false)
arcPath.close()

progressLayer.strokeColor = UIColor.white.cgColor
progressLayer.path = arcPath.cgPath
self.layer.addSublayer(progressLayer)

let animateStrokeEnd = CABasicAnimation(keyPath: "strokeEnd")
animateStrokeEnd.duration = 2.0
animateStrokeEnd.fromValue = 0.0
animateStrokeEnd.toValue = 1.0

progressLayer.add(animateStrokeEnd, forKey: "animate stroke end animation")
}

关于ios - UIBezierPath 绘制矩形以及所需的圆,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/48884015/

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