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我想要实现的是
我试图用lineCapStyle .rounded
绘制三个不同颜色的弧。我绘制这些弧的代码如下
private func circularActivityPath(rect:CGRect, configuration:PathConfiguration)-> CGPath {
let center = CGPoint(x: rect.maxX / 2, y: rect.maxY / 2)
let longestSide = rect.height < rect.width ? rect.height : rect.width
let path = UIBezierPath(arcCenter: center, radius: (longestSide / 2) - (configuration.lineWidth / 2), startAngle: configuration.startAngle.deg2rad() , endAngle: configuration.endAngle.deg2rad(), clockwise: true)
path.lineCapStyle = .round
return path.cgPath
}
override func draw(_ rect: CGRect) {
let config1 = PathConfiguration(color: .red, lineWidth: lineWidth, startAngle: CGFloat(-90), endAngle: CGFloat(10), type: .track , shape: shape )
let trackLayer1 = CAShapeLayer()
trackLayer1.drawActivityCircles(in: rect, configuration: config1)
let config2 = PathConfiguration(color: .blue, lineWidth: lineWidth, startAngle: CGFloat(25), endAngle: CGFloat(80), type: .track , shape: shape )
let trackLayer2 = CAShapeLayer()
trackLayer2.drawActivityCircles(in: rect, configuration: config2)
let config3 = PathConfiguration(color: .green, lineWidth: lineWidth, startAngle: CGFloat(95), endAngle: CGFloat(255), type: .track , shape: shape )
let trackLayer3 = CAShapeLayer()
trackLayer3.drawActivityCircles(in: rect, configuration: config3)
self.layer.addSublayer(trackLayer2) // blue
self.layer.addSublayer(trackLayer3) // green
self.layer.addSublayer(trackLayer1) // red
}
PathConfiguration
是一个结构
struct PathConfiguration {
let color: UIColor
let lineWidth: CGFloat
let startAngle: CGFloat
let endAngle: CGFloat
let type: TrackType
let shape: TrackShape
}
最佳答案
请参见以下代码以实现此结果。
import UIKit
// MARK: - Enums
public enum AnimationStyle: Int {
case animationFanAll
case animationFan
case animationFadeIn
case animationthreeD
case none
}
public enum PercentageStyle : Int {
case none
case inward
case outward
case over
}
open class Circular: UIView {
// MARK: - Public Properties
public var animationType: AnimationStyle {
get {
return _animationType
}
set(newValue) {
_animationType = newValue
setNeedsDisplay()
}
}
public var showPercentageStyle: PercentageStyle {
get {
return _showPercentageStyle
}
set(newValue) {
_showPercentageStyle = newValue
setNeedsDisplay()
}
}
public var lineWidth: CGFloat {
get {
return _lineWidth
}
set(newValue) {
_lineWidth = newValue
setNeedsDisplay()
}
}
// MARK:- Private Variable
private var _percentages: [Double]
private var _colors: [UIColor]
private var _lineWidth = CGFloat( 10.0)
private var _animationType: AnimationStyle
private var _showPercentageStyle: PercentageStyle
//MARK:- draw
override public func draw(_ rect: CGRect) {
var startAngle = -90.0
for i in 0..<_percentages.count {
let endAngle = startAngle + ( _percentages[i] * 3.6 ) - 4
let shapeLayer = self.addArac(with: _colors[i], in: rect, startAngle: startAngle, endAngle: endAngle)
showAnimationStyle(index: Double(i), shapeLayer: shapeLayer, startAngle: startAngle, endAngle: endAngle)
showPercentages(midAngel:startAngle + (endAngle - startAngle)/2, percentage: _percentages[i])
startAngle = (endAngle + 4 )
}
}
//MARK:- inializer
public init(percentages:[Double],colors:[UIColor],aimationType:AnimationStyle = .animationFanAll , showPercentageStyle: PercentageStyle = .none) {
self._percentages = percentages
self._colors = colors
self._animationType = aimationType
self._showPercentageStyle = showPercentageStyle
super.init(frame:CGRect.zero)
self.backgroundColor = .clear
self.clipsToBounds = false
}
required public init?(coder: NSCoder) {
// super.init(coder: coder)
fatalError("init(coder:) has not been implemented")
}
//MARK:- Animations Functions
private func showAnimationStyle(index:Double,shapeLayer:CAShapeLayer,startAngle:Double,endAngle:Double) {
switch _animationType {
case .animationFanAll:
maskEachLayerAnimation(startAngal: startAngle, endAngal: endAngle + 4 , shape: shapeLayer)
case .animationFan:
if Int(index) == _percentages.count - 1 {
maskAnimation()
}
case .animationFadeIn:
oppacityAnimation(index: index, shape: shapeLayer)
case .animationthreeD:
transformAnimation(index: index, shape: shapeLayer)
case .none:
break
}
}
private func oppacityAnimation(index:Double,shape:CAShapeLayer) {
shape.opacity = 0
DispatchQueue.main.asyncAfter(deadline: .now() + Double(index)/2.5 ) {
shape.opacity = 1
let animation = CABasicAnimation(keyPath: "opacity")
animation.fromValue = 0
animation.toValue = 1
animation.duration = 1
shape.add(animation, forKey: nil)
}
}
private func transformAnimation(index:Double,shape:CAShapeLayer){
shape.opacity = 0
DispatchQueue.main.asyncAfter(deadline: .now() + Double(index)/2.5 ) {
shape.opacity = 1
let animation = CABasicAnimation(keyPath: "transform")
animation.fromValue = CATransform3DMakeScale(0, 0, 1)
animation.toValue = CATransform3DIdentity
animation.duration = 1
shape.add(animation, forKey: nil)
}
}
private func maskEachLayerAnimation(startAngal:Double,endAngal:Double,shape:CAShapeLayer){
let shapeLayer = CAShapeLayer()
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.strokeColor = UIColor.green.cgColor
shapeLayer.lineWidth = max( bounds.maxX,bounds.maxY)/5
shapeLayer.frame = bounds
let center = CGPoint(x: bounds.midX, y: bounds.midY)
let longestSide = max(bounds.height,bounds.width)
shapeLayer.path = UIBezierPath(arcCenter: center, radius: longestSide/2, startAngle: CGFloat(startAngal).deg2rad(), endAngle: CGFloat(endAngal ).deg2rad(), clockwise: true).cgPath
shapeLayer.strokeEnd = 0
shape.mask = shapeLayer
addAnimationToLayer(toLayer: shape, fromLayer: shapeLayer)
}
private func maskAnimation() {
let shapeLayer = CAShapeLayer()
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.strokeColor = UIColor.white.cgColor
shapeLayer.lineWidth = max( bounds.maxX,bounds.maxY)/2
shapeLayer.frame = bounds
let path = UIBezierPath(arcCenter: CGPoint(x:bounds.midX,y:bounds.midY), radius:max( bounds.maxX/2,bounds.maxY/2), startAngle: CGFloat(-89.0).deg2rad(), endAngle: CGFloat( 270.0).deg2rad(), clockwise: true)
shapeLayer.path = path.cgPath
shapeLayer.strokeEnd = 0
self.layer.mask = shapeLayer
addAnimationToLayer(toLayer: self.layer, fromLayer: shapeLayer)
}
private func addAnimationToLayer(toLayer:CALayer , fromLayer:CAShapeLayer) {
CATransaction.begin()
CATransaction.setCompletionBlock {
toLayer.mask = nil
}
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.beginTime = CACurrentMediaTime() + 0.3
animation.fromValue = 0
animation.toValue = 1
animation.fillMode = .forwards
animation.isRemovedOnCompletion = false
animation.duration = 1
fromLayer.add(animation, forKey: "line")
CATransaction.commit()
}
//MARK:- show percentages
private func showPercentages(midAngel:Double, percentage:Double) {
guard let radius = getRadiusOfPercentage() else {
return
}
let center = CGPoint(x: bounds.maxX / 2, y: bounds.maxY / 2)
let x = center.x + (radius) * CGFloat(cos(CGFloat(midAngel).deg2rad()))
let y = center.y + (radius) * CGFloat(sin(CGFloat(midAngel).deg2rad()))
let percentageLabel = UILabel(frame: CGRect.zero)
percentageLabel.frame = CGRect.zero
percentageLabel.text = String(percentage)
percentageLabel.textColor = .black
percentageLabel.font = UIFont.boldSystemFont(ofSize: 12)
percentageLabel.sizeToFit()
percentageLabel.center = CGPoint(x:x,y:y)
addSubview(percentageLabel)
percentageLabel.alpha = 0
var delay = 1.5
if self.animationType == .none {
delay = 0
}
UIView.animate(withDuration: 0.5, delay: delay, options: .curveEaseOut, animations: {
percentageLabel.alpha = 1
})
}
private func getRadiusOfPercentage() -> CGFloat? {
let longestSide = max(bounds.height,bounds.width)
switch self.showPercentageStyle {
case .inward:
return longestSide/3 - lineWidth
case .over:
return longestSide/2 - lineWidth
case .outward:
return longestSide/2 + lineWidth + 5
case .none:
return nil
}
}
//MARK:- Drawing Code
private func addArac(with color:UIColor ,in rect:CGRect, startAngle:Double , endAngle:Double)-> CAShapeLayer {
let center = CGPoint(x: rect.maxX / 2, y: rect.maxY / 2)
let longestSide = max(rect.height,rect.width)
let lineWidth = CGFloat(self._lineWidth / 20)
let smallCircleRadious = (longestSide / (2 + lineWidth))
let startAngle = CGFloat(startAngle)
let endAngle = CGFloat(endAngle)
let outerRadious = (longestSide / 2)
let midPoint = (longestSide / (2 + lineWidth/2.7))
let path = UIBezierPath()
let x3 = center.x + (outerRadious) * CGFloat(cos(startAngle.deg2rad()))
let y3 = center.y + (outerRadious) * CGFloat(sin(startAngle.deg2rad()))
let x4 = center.x + (smallCircleRadious) * CGFloat(cos(startAngle.deg2rad()))
let y4 = center.y + (smallCircleRadious) * CGFloat(sin(startAngle.deg2rad()))
let x5 = center.x + (midPoint) * CGFloat(cos((startAngle + self._lineWidth * 0.5).deg2rad()))
let y5 = center.y + (midPoint) * CGFloat(sin((startAngle + self._lineWidth * 0.5).deg2rad()))
path.move(to: CGPoint(x:x4,y:y4))
path.addQuadCurve(to: CGPoint(x:x3,y:y3), controlPoint: CGPoint(x:x5,y:y5))
path.addArc(withCenter:center, radius:outerRadious, startAngle: startAngle.deg2rad() , endAngle: endAngle.deg2rad(), clockwise: true)
let x1 = center.x + (outerRadious) * CGFloat(cos(endAngle.deg2rad()))
let y1 = center.y + (outerRadious) * CGFloat(sin(endAngle.deg2rad()))
let x6 = center.x + (midPoint) * CGFloat(cos((endAngle + self._lineWidth * 0.6).deg2rad()))
let y6 = center.y + (midPoint) * CGFloat(sin((endAngle + self._lineWidth * 0.6).deg2rad()))
let x2 = center.x + (smallCircleRadious) * CGFloat(cos(endAngle.deg2rad()))
let y2 = center.y + (smallCircleRadious) * CGFloat(sin(endAngle.deg2rad()))
path.move(to: CGPoint(x:x1,y:y1))
path.addQuadCurve(to: CGPoint(x:x2,y:y2), controlPoint: CGPoint(x:x6,y:y6))
path.addArc(withCenter:center, radius: smallCircleRadious, startAngle: endAngle.deg2rad(), endAngle: startAngle.deg2rad(), clockwise: false)
let shape = CAShapeLayer()
shape.frame = bounds
shape.lineCap = .round
shape.fillColor = color.cgColor
shape.path = path.cgPath
layer.addSublayer(shape)
return shape
}
}
extension CGFloat {
func deg2rad() -> CGFloat {
return self * .pi / 180
}
}
关于ios - UIBezierPath自定义lineCapStyle两端均不同,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/60274980/
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