我想画两条不同颜色的1px线双色线。 我有很多代码,所以我在尝试解释之后就把它放了。
如果我使用uiview drawRect
方法,当我关闭抗锯齿时它可以正常工作但是当我使用图层drawLayerInContext
时,它会显示一条普通线,或者2条普通线条,2px,抗锯齿关闭或两条半透明的2px线,带有防眩光。
我通过使用自定义上下文创建一个可以指定比例的图像,设法获得了与UIView的drawRect方法类似的行为:
UIGraphicsBeginImageContextWithOptions([self bounds].size, NO, 0.f); // 0.f for scale means "scale for device's main screen".
我只想知道为什么我在drawInContext
中没有得到相同的行为,并且是否有办法获得类似的行为。
以下是绘制双色线的代码:
void DRAW_DOUBLE_LINE(CGContextRef ctx, CGPoint startPoint, CGPoint endPoint, UIColor* topColor, UIColor* bottomColor)
{
UIGraphicsPushContext(ctx);
UIBezierPath *topLine = [[UIBezierPath alloc] init];
CGPoint topLineStartPoint = startPoint;
CGPoint topLineEndPoint = endPoint;
[topLine moveToPoint:topLineStartPoint];
[topLine addLineToPoint:topLineEndPoint];
[topColor setStroke];
topLine.lineWidth = 0.5;
[topLine stroke];
UIBezierPath *bottomLine = [[UIBezierPath alloc] init];
CGPoint bottomLineStartPoint = topLineStartPoint;
bottomLineStartPoint.y +=0.5;
CGPoint bottomLineEndPoint = topLineEndPoint;
bottomLineEndPoint.y +=0.5;
[bottomLine moveToPoint:bottomLineStartPoint];
[bottomLine addLineToPoint:bottomLineEndPoint];
[bottomColor setStroke];
bottomLine.lineWidth = 0.5;
[bottomLine stroke];
UIGraphicsPopContext();
}
使用drawRect
UIView
方法,我得到了这个:
| Points y coordinate | Antialiasing | Result | | ------------------- | ------------ | ------------------------------- | | 5 | NO | 2 lines of 1 px: Bingo! | | 5.25 | NO | 2 lines of 1 px: Bingo! | | 5.5 | NO | 2 lines of 1 px: Bingo! | | 5 | YES | 3 half transparent lines of 1px | | 5.25 | YES | 2 lines of 1 px: Bingo! | | 5.5 | YES | 3 half transparent lines of 1px |
在带有drawInContext的CALayer中,我得到了这些结果
| Points y coordinate | Antialiasing | Result | | ------------------- | ------------ | ------------------------------- | | 5 | NO | 2 lines of 2 px | | 5.25 | NO | 1 line of 2 px | | 5.5 | NO | 1 line of 2 px | | 5 | YES | 2 half transparent lines of 2px | | 5.25 | YES | 1 half transparent line of 2px | | 5.5 | YES | 2 half transparent lines of 2px |
使用我的自定义上下文,我得到了这个:
| Points y coordinate | Antialiasing | Result | | ------------------- | ------------ | ------------------------------- | | 5 | NO | 2 lines of 1 px: Bingo! | | 5.25 | NO | 2 lines of 1 px: Bingo! | | 5.5 | NO | 2 lines of 1 px: Bingo! | | 5 | YES | 3 half transparent lines of 1px | | 5.25 | YES | 2 lines of 1 px: Bingo! | | 5.5 | YES | 3 half transparent lines of 1px |
drawRect
实施代码:
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGPoint startPoint = CGPointMake(0, 5);
CGPoint endPoint = CGPointMake(CGRectGetMaxX(self.bounds),5);
UIColor* topLineColor = [UIColor whiteColor];
UIColor* bottomLineColor = [UIColor blackColor];
DRAW_DOUBLE_LINE(context, startPoint, endPoint, topLineColor, bottomLineColor);
}
drawInContext
实施代码:
-(void)drawInContext:(CGContextRef)ctx{
CGPoint startPoint = CGPointMake(0, 5);
CGPoint endPoint = CGPointMake(CGRectGetMaxX(self.bounds),5);
UIColor* topLineColor = [UIColor whiteColor];
UIColor* bottomLineColor = [UIColor blackColor];
DRAW_DOUBLE_LINE(ctx, startPoint, endPoint, topLineColor, bottomLineColor);
}
CALayer display
方法中自定义上下文实现的代码:
-(void)display{
if ([UIScreen instancesRespondToSelector:@selector(scale)]) {
UIGraphicsBeginImageContextWithOptions([self bounds].size, NO, 0.f); // 0.f for scale means "scale for device's main screen".
} else {
UIGraphicsBeginImageContext([self bounds].size);
}
CGContextRef context = UIGraphicsGetCurrentContext();
CGPoint startPoint = CGPointMake(0, 5.25);
CGPoint endPoint = CGPointMake(CGRectGetMaxX(self.bounds),5.25);
UIColor* topLineColor = [UIColor whiteColor];
UIColor* bottomLineColor = [UIColor blackColor];
DRAW_DOUBLE_LINE(ctx, startPoint, endPoint, topLineColor, bottomLineColor);
UIImage *coloredImg = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
self.contents = (id)coloredImg.CGImage;
}
答案 0 :(得分:1)
不要使用0.5作为宽度。
将0.5
替换为1.0 / [UIScreen mainScreen].scale
在图层上绘制时,可以获得1像素宽的线。
答案 1 :(得分:0)
我建议不要绘制线条,只需绘制所需大小的填充矩形。具有不同分辨率的棘手部分之一是线的起点和终点的位置。但绘制矩形要容易得多。
矩形的坐标始终是偶数,因为您的目标是边缘,而不是像素的中心。
答案 2 :(得分:0)
绘制并填充矩形而不是线条。矩形的坐标应始终位于像素的边缘而不是中心。
答案 3 :(得分:0)
我发现最好的方法是在视网膜/非视网膜上获得精确/清晰的1px线,并将它们保持为1px,即使你放大也是为了写一个着色器。就我而言,我使用的是OpenGL,但我相信你可以用Metal for CALayers做到这一点。基本过程是绘制零高度的矩形(如果线是垂直的,则为零宽度),然后在着色器中将这些点向外推动所需的像素数。
我从这里得到了这个想法:https://www.mapbox.com/blog/drawing-antialiased-lines/