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ios - 多个 UIBezierPath 的渐变

转载 作者:行者123 更新时间:2023-11-30 10:59:20 25 4
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我应该创建这个。

this

我确实搜索了 google、youtube 和 StackOverflow,下面的代码是我的研究结果。

     @IBDesignable class TriangleView2: UIView {

override init(frame: CGRect) {
super.init(frame: frame)
}

required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
let gradient = CAGradientLayer()
override func draw(_ rect: CGRect) {

//draw the line of UIBezierPath

let path1 = UIBezierPath()
path1.move(to: CGPoint(x: rect.minX - 100, y: rect.maxY - 80))
path1.addLine(to: CGPoint(x: rect.maxX, y: rect.maxY))
path1.addLine(to: CGPoint(x: (rect.maxX + 90 ), y: rect.minY/2 ))
path1.close()

// add clipping path. this draws an imaginary line (to create bounds) from the
//ends of the UIBezierPath line down to the bottom of the screen
let clippingPath = path1.copy() as! UIBezierPath
clippingPath.move(to: CGPoint(x: rect.minX - 100, y: rect.maxY - 80))
clippingPath.addLine(to: CGPoint(x: rect.maxX, y: rect.maxY))
clippingPath.addLine(to: CGPoint(x: (rect.maxX + 90 ), y: rect.minY/2 ))
clippingPath.close()

clippingPath.addClip()

// create and add the gradient
let colors = [theme.current.profile_start_view1.cgColor, theme.current.profile_end_view1.cgColor]

let colorSpace = CGColorSpaceCreateDeviceRGB()
let colorLocations:[CGFloat] = [0.0, 1.0]
let gradient = CGGradient(colorsSpace: colorSpace,
colors: colors as CFArray,
locations: colorLocations)

let context = UIGraphicsGetCurrentContext()
let startPoint = CGPoint(x: 1, y: 1)
let endPoint = CGPoint(x: 1, y: bounds.maxY)
// and lastly, draw the gradient.
context!.drawLinearGradient(gradient!, start: startPoint, end:
endPoint, options: CGGradientDrawingOptions.drawsAfterEndLocation)
}
}

对吧,我有 2 个 View (如果我能完成的话,将会是 3 个),但存在一些差异。

结果是这样的。

this

这两个 View 没有相同的颜色,但正如您所看到的,两个 View 具有相同方向的相同渐变。

有人有什么建议吗?

最佳答案

这有点类似于 Codo 的答案,但你只需要 4 分。

class FourGradientsView: UIView {
override func draw(_ rect: CGRect) {
let ctx = UIGraphicsGetCurrentContext()!

// Points of area to draw - adjust these 4 variables as needed
let tl = CGPoint(x: 0, y: 0)
let tr = CGPoint(x: bounds.width * 1.3, y: 0)
let bl = CGPoint(x: -bounds.width * 1.8, y: bounds.height * 1.4)
let br = CGPoint(x: bounds.width * 1.3, y: bounds.height * 2)

// Find the intersection of the two crossing diagonals
let s1x = br.x - tl.x
let s1y = br.y - tl.y
let s2x = tr.x - bl.x
let s2y = tr.y - bl.y
//let s = (-s1y * (tl.x - bl.x) + s1x * (tl.y - bl.y)) / (-s2x * s1y + s1x * s2y)
let t = ( s2x * (tl.y - bl.y) - s2y * (tl.x - bl.x)) / (-s2x * s1y + s1x * s2y)
let center = CGPoint(x: tl.x + (t * s1x), y: tl.y + (t * s1y))

// Create clipping region to avoid drawing where we don't want any gradients
ctx.saveGState()
let clip = CGPoint(x: 0, y: bounds.height * 0.7)
let clipPath = UIBezierPath()
clipPath.move(to: CGPoint(x: 0, y: 0))
clipPath.addLine(to: clip)
clipPath.addLine(to: CGPoint(x: bounds.width, y: bounds.height))
clipPath.addLine(to: CGPoint(x: bounds.width, y: 0))
clipPath.close()
clipPath.addClip()

// Use these two colors for all 4 gradients (adjust as needed)
let colors = [
UIColor(hue: 120/360, saturation: 1, brightness: 0.85, alpha: 1).cgColor,
UIColor(hue: 120/360, saturation: 1, brightness: 0.3, alpha: 1).cgColor
] as CFArray

// The common gradient
let gradient = CGGradient(colorsSpace: CGColorSpaceCreateDeviceRGB(), colors: colors, locations: nil)!

// Top gradient
ctx.saveGState()
let pathTop = UIBezierPath()
pathTop.move(to: tl)
pathTop.addLine(to: tr)
pathTop.addLine(to: center)
pathTop.close()
pathTop.addClip()

ctx.drawLinearGradient(gradient, start: CGPoint(x: bounds.width, y: 0), end: CGPoint(x: 0, y: 0), options: [])
ctx.restoreGState()

// Right gradient
ctx.saveGState()
let pathRight = UIBezierPath()
pathRight.move(to: tr)
pathRight.addLine(to: br)
pathRight.addLine(to: center)
pathRight.close()
pathRight.addClip()

ctx.drawLinearGradient(gradient, start: CGPoint(x: bounds.width, y: bounds.height), end: CGPoint(x: bounds.width, y: 0), options: [])
ctx.restoreGState()

// Bottom gradient
ctx.saveGState()
let pathBottom = UIBezierPath()
pathBottom.move(to: br)
pathBottom.addLine(to: bl)
pathBottom.addLine(to: center)
pathBottom.close()
pathBottom.addClip()

ctx.drawLinearGradient(gradient, start: CGPoint(x: 0, y: bounds.height), end: CGPoint(x: bounds.width, y: bounds.height), options: [])
ctx.restoreGState()

// Left gradient
ctx.saveGState()
let pathLeft = UIBezierPath()
pathLeft.move(to: tl)
pathLeft.addLine(to: bl)
pathLeft.addLine(to: center)
pathLeft.close()
pathLeft.addClip()

ctx.drawLinearGradient(gradient, start: CGPoint(x: 0, y: 0), end: CGPoint(x: 0, y: bounds.height), options: [])
ctx.restoreGState()

ctx.restoreGState()
}
}

let grView = FourGradientsView(frame: CGRect(x: 0, y: 0, width: 320, height: 320))
grView.backgroundColor = .black

关于ios - 多个 UIBezierPath 的渐变,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/53581603/

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