我想在UIView和Swift3,iOS
的阴影层中“剪一个洞”我有一个容器(UIView),有两个孩子:
我想为叠加层添加阴影并剪切阴影的内部矩形,以在ImageView的边缘创建类似发光的效果 由于图像占据了屏幕宽度,所以发光是至关重要的 到目前为止我的代码:
let glowView = UIView(frame: CGRect(x: 0, y: 0, width: imageWidth, height: imageHeight))
glowView.layer.shadowPath = UIBezierPath(roundedRect: container.bounds, cornerRadius: 4.0).cgPath
glowView.layer.shouldRasterize = true
glowView.layer.rasterizationScale = UIScreen.main.scale
glowView.layer.shadowOffset = CGSize(width: 1.0, height: 1.0)
glowView.layer.shadowOpacity = 0.4
container.addSubview(imageView)
container.addSubview(glowView)
结果如下所示:
现在我想切出较暗的内部部分,这样只有边缘的阴影仍然存在 知道如何实现这个目标吗?
答案 0 :(得分:2)
这几天很容易做到这一点。
这就是全部
import UIKit
class GlowBox: UIView {
override func layoutSubviews() {
super.layoutSubviews()
backgroundColor = .clear
layer.shadowOpacity = 1
layer.shadowColor = UIColor.red.cgColor
layer.shadowOffset = CGSize(width: 0, height: 0)
layer.shadowRadius = 3
let p = UIBezierPath(
roundedRect: bounds.insetBy(dx: 0, dy: 0),
cornerRadius: 4)
let hole = UIBezierPath(
roundedRect: bounds.insetBy(dx: 2, dy: 2),
cornerRadius: 3)
.reversing()
p.append(hole)
layer.shadowPath = p.cgPath
}
}
答案 1 :(得分:1)
尝试将此作为影子路径:
let shadowWidth = 2.0 // Do this as wide as you want
var outterPath = UIBezierPath()
outterPath.move(to: CGPoint(x: shadowWidth, y: 0))
outterPath.addLine(to: CGPoint(x: glowView.bounds.size.width, y: 0))
outterPath.addLine(to: CGPoint(x: glowView.bounds.size.width, y: glowView.bounds.size.height))
outterPath.addLine(to: CGPoint(x: 0.0, y: glowView.bounds.size.height))
outterPath.addLine(to: CGPoint(x: 0.0, y: 0.0))
outterPath.addLine(to: CGPoint(x: shadowWidth, y: 0.0))
outterPath.addLine(to: CGPoint(x: shadowWidth, y: glowView.bounds.size.height - shadowWidth))
outterPath.addLine(to: CGPoint(x: glowView.bounds.size.width - shadowWidth, y: glowView.bounds.size.height - shadowWidth))
outterPath.addLine(to: CGPoint(x: glowView.bounds.size.width - shadowWidth, y: shadowWidth))
outterPath.addLine(to: CGPoint(x: shadowWidth, y: shadowWidth))
outterPath.close()
这不会创建一个圆形的矩形,但是对上面的代码进行一些更改,你也应该能够添加它们。
答案 2 :(得分:0)
感谢Mihai Fratu's answer我能够创建一个完全符合我需求的UIBezierPath 我在这里发布我的代码,以防有人后来遇到同样的问题
let innerRadius: CGFloat = 32.0 * UIScreen.main.scale
let shadowPath: UIBezierPath = UIBezierPath(roundedRect: self.view.bounds, cornerRadius: self.cornerRadius)
//shadowPath.append(UIBezierPath(roundedRect: self.view.bounds.insetBy(dx: 8, dy: 8), cornerRadius: self.cornerRadius))
let shadowWidth: CGFloat = 8.0 // Do this as wide as you want
var outterPath = UIBezierPath()
// Start at the top left corner with an x offset of the cornerRadius
outterPath.move(to: CGPoint(x: self.cornerRadius, y: 0))
// Draw a line to the top right corner
outterPath.addLine(to: CGPoint(x: glowView.bounds.size.width - self.cornerRadius, y: 0))
//Draw the round top right corner
outterPath.addArc(withCenter: CGPoint(x: glowView.bounds.size.width - self.cornerRadius, y: self.cornerRadius), radius: self.cornerRadius, startAngle: (3 * CGFloat.pi) / 2, endAngle: 0, clockwise: true)
// Draw a line to the bottom right corner
outterPath.addLine(to: CGPoint(x: glowView.bounds.size.width, y: glowView.bounds.size.height - self.cornerRadius))
// Draw the round bottom right corner
outterPath.addArc(withCenter: CGPoint(x: glowView.bounds.size.width - self.cornerRadius, y: glowView.bounds.size.height - self.cornerRadius), radius: self.cornerRadius, startAngle: 0, endAngle: CGFloat.pi / 2, clockwise: true)
// Draw a line to the bottom left corner
outterPath.addLine(to: CGPoint(x: self.cornerRadius, y: glowView.bounds.size.height))
// Draw the round bottom left corner
outterPath.addArc(withCenter: CGPoint(x: self.cornerRadius, y: glowView.bounds.size.height - self.cornerRadius), radius: self.cornerRadius, startAngle: CGFloat.pi / 2, endAngle: CGFloat.pi, clockwise: true)
// Draw a line to the top left corner
outterPath.addLine(to: CGPoint(x: 0.0, y: self.cornerRadius))
// Draw the round top left corner
outterPath.addArc(withCenter: CGPoint(x: self.cornerRadius, y: self.cornerRadius), radius: self.cornerRadius, startAngle: CGFloat.pi, endAngle: (3 * CGFloat.pi) / 2, clockwise: true)
// Move to the inner start point and add the paths counterclockwise to prevent the filling of the inner area
outterPath.move(to: CGPoint(x: shadowWidth + innerRadius, y: shadowWidth))
// Draw the inner top left corner
outterPath.addArc(withCenter: CGPoint(x: shadowWidth + innerRadius, y: shadowWidth + innerRadius), radius: innerRadius, startAngle: (3 * CGFloat.pi) / 2, endAngle: CGFloat.pi, clockwise: false)
// Draw a line to the inner bottom left corner
outterPath.addLine(to: CGPoint(x: shadowWidth, y: glowView.bounds.size.height - innerRadius - shadowWidth))
// Draw the inner bottom left corner
outterPath.addArc(withCenter: CGPoint(x: shadowWidth + innerRadius, y: glowView.bounds.size.height - innerRadius - shadowWidth), radius: innerRadius, startAngle: CGFloat.pi, endAngle: CGFloat.pi / 2, clockwise: false)
// Draw a line to the inner bottom right corner
outterPath.addLine(to: CGPoint(x: glowView.bounds.size.width - innerRadius - shadowWidth, y: glowView.bounds.size.height - shadowWidth))
// Draw the inner bottom right corner
outterPath.addArc(withCenter: CGPoint(x: glowView.bounds.size.width - innerRadius - shadowWidth, y: glowView.bounds.size.height - innerRadius - shadowWidth), radius: innerRadius, startAngle: CGFloat.pi / 2, endAngle: 0, clockwise: false)
// Draw a line to the inner top right corner
outterPath.addLine(to: CGPoint(x: glowView.bounds.size.width - shadowWidth, y: shadowWidth + innerRadius))
// Draw the inner top right corner
outterPath.addArc(withCenter: CGPoint(x: glowView.bounds.size.width - innerRadius - shadowWidth, y: shadowWidth + innerRadius), radius: innerRadius, startAngle: 0, endAngle: (3 * CGFloat.pi) / 2, clockwise: false)
// Draw a line to the inner top left corner
outterPath.addLine(to: CGPoint(x: shadowWidth + innerRadius, y: shadowWidth))
outterPath.close()