我想使视图看起来像这样:
如果有办法,可以用预定义的角度定义点A,点B。
我发现的唯一解决方案是制作一个巨大的圆形视图,并使用clipToBounds = true
将其插入为另一个视图的子视图。但这在多个屏幕尺寸上都存在一些问题,因为我正在使用约束。
Edit1:经过一番搜索,我试图使用CAShapeLayer创建该视图,但没有成功。我正在按故事板创建具有约束的视图,该视图也由IBOutlet和您的主要约束连接在一起。这是代码:
在viewDidLoad上:
self.cnstRoundedLeading.constant = -(self.vwRounded.frame.width/3)
let maskPath : UIBezierPath = UIBezierPath(roundedRect: CGRect(x: self.vwRounded.bounds.minX*4,
y: self.vwRounded.bounds.minY*4,
width: self.vwRounded.bounds.width*4,
height: self.vwRounded.bounds.height*4),
byRoundingCorners: .topLeft,
cornerRadii: CGSize(width: self.vwRounded.frame.size.width*2,
height: self.vwRounded.frame.size.height))
let maskLayer : CAShapeLayer = CAShapeLayer()
maskLayer.frame = self.vwRounded.bounds
maskLayer.path = maskPath.cgPath
self.vwRounded.layer.mask = maskLayer
在viewWillLayoutSubviews上
gradient2.colors = [startColorBlue.cgColor, endColorBlue.cgColor]
gradient2.locations = [0.0, 1.0]
gradient2.startPoint = CGPoint(x: 0, y: 1)
gradient2.endPoint = CGPoint(x: 1, y: 0)
vwRounded.applyGradient(gradient2)
applyGradient它是UIView的扩展:
func applyGradient(_ gradient: CAGradientLayer) -> Void {
gradient.frame = self.bounds
self.layer.insertSublayer(gradient, at: 0)
}
无法正常工作,我不知道构建“弧形边缘”效果的正确方法
答案 0 :(得分:0)
您可以使用UIBezierPath
创建该形状-并将其用作遮罩(黑色边框显示实际的视图框架):
基本上
pt1
到pt2
的直线的中点。UIBezierPath
,并用二次曲线将pt1
连接到pt2
。这是示例代码,您可以直接在Playground页面中运行。我根据发布的图片确定了pt1
和pt2
的y位置...如果更改视图的框架,它将保持显示的比例。
import PlaygroundSupport
import UIKit
class TestViewController: UIViewController {
override public var preferredContentSize: CGSize {
get { return CGSize(width: 800, height: 800) }
set { super.preferredContentSize = newValue }
}
let myPlainView: UIView = {
let v = UIView()
v.translatesAutoresizingMaskIntoConstraints = false
return v
}()
let myBorderView: UIView = {
let v = UIView()
v.translatesAutoresizingMaskIntoConstraints = false
return v
}()
func customCurvedPath(for rect: CGRect) -> UIBezierPath {
// curve start point Y is 490/544ths of the height of the view
let curveStartPoint = CGPoint(x: 0.0, y: rect.size.height * 490.0 / 544.0)
// curve end point Y is 22/544ths of the height of the view
let curveEndPoint = CGPoint(x: rect.size.width, y: rect.size.height * 22.0 / 544.0)
var x1 = curveStartPoint.x
var y1 = curveStartPoint.y
let x2 = curveEndPoint.x
let y2 = curveEndPoint.y
// get the midpoint of the line from x1,y1 to x2,y2
x1 = (x1 + x2) / 2.0
y1 = (y1 + y2) / 2.0
// get the length of half the line (midpoint to endpoint)
var dx = x1 - x2
var dy = y1 - y2
let dist = sqrt(dx*dx + dy*dy)
// use length of helf the line for distance from line
// increase or decrease this value to get the desired curve
let distFromLine = dist
dx /= dist
dy /= dist
// get perpendicular point at distFromLine
let x3 = x1 - (distFromLine/2)*dy
let y3 = y1 + (distFromLine/2)*dx
let curveControlPoint = CGPoint(x: x3, y: y3)
let myBezier = UIBezierPath()
// pt1
myBezier.move(to: curveStartPoint)
// quad curve to pt2
myBezier.addQuadCurve(to: curveEndPoint, controlPoint: curveControlPoint)
// line to pt3 (bottom right corner)
myBezier.addLine(to: CGPoint(x: rect.width, y: rect.height))
// line to pt4 (bottom left corner)
myBezier.addLine(to: CGPoint(x: 0.0, y: rect.height))
// close the path (automatically add a line from bottom left corner to curve start point)
myBezier.close()
return myBezier
}
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .white
let vwWidth = CGFloat(710.0)
let vwHeight = CGFloat(544.0)
view.addSubview(myBorderView)
myBorderView.backgroundColor = .clear
NSLayoutConstraint.activate([
myBorderView.widthAnchor.constraint(equalToConstant: vwWidth + 2.0),
myBorderView.heightAnchor.constraint(equalToConstant: vwHeight + 2.0),
myBorderView.centerXAnchor.constraint(equalTo: view.centerXAnchor),
myBorderView.centerYAnchor.constraint(equalTo: view.centerYAnchor),
])
myBorderView.layer.borderWidth = 2.0
// comment this next line (or set to false) to see the actual view frame
myBorderView.isHidden = true
view.addSubview(myPlainView)
myPlainView.backgroundColor = .red
NSLayoutConstraint.activate([
myPlainView.widthAnchor.constraint(equalToConstant: vwWidth),
myPlainView.heightAnchor.constraint(equalToConstant: vwHeight),
myPlainView.centerXAnchor.constraint(equalTo: view.centerXAnchor),
myPlainView.centerYAnchor.constraint(equalTo: view.centerYAnchor),
])
let bezPath = customCurvedPath(for: CGRect(x: 0, y: 0, width: vwWidth, height: vwHeight))
// add the bezier path as a layer mask
let maskForPath = CAShapeLayer()
maskForPath.path = bezPath.cgPath
myPlainView.layer.mask = maskForPath
}
}
let viewController = TestViewController()
PlaygroundPage.current.liveView = viewController
正如我所提到的,这可以作为自定义视图类的一部分更好地工作,因为您可以覆盖layoutSubviews()
以使路径形状保持一致。
下面是在自定义视图中使用渐变图层+图层蒙版的示例,设置为300 x 250
:
以及可在Playground上运行的源代码
import PlaygroundSupport
import UIKit
class MaskedGradientView: UIView {
var gradLayer: CAGradientLayer!
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
commonInit()
}
func commonInit() -> Void {
gradLayer = CAGradientLayer()
gradLayer.colors = [UIColor.blue.cgColor, UIColor.cyan.cgColor]
gradLayer.locations = [0.0, 1.0]
gradLayer.startPoint = CGPoint(x: 0, y: 1)
gradLayer.endPoint = CGPoint(x: 1, y: 0)
layer.addSublayer(gradLayer)
}
override func layoutSubviews() {
super.layoutSubviews()
let rect = self.bounds
gradLayer.frame = self.bounds
// curve start point Y is 490/544ths of the height of the view
let curveStartPoint = CGPoint(x: 0.0, y: rect.size.height * 490.0 / 544.0)
// curve end point Y is 22/544ths of the height of the view
let curveEndPoint = CGPoint(x: rect.size.width, y: rect.size.height * 22.0 / 544.0)
var x1 = curveStartPoint.x
var y1 = curveStartPoint.y
let x2 = curveEndPoint.x
let y2 = curveEndPoint.y
// get the midpoint of the line from x1,y1 to x2,y2
x1 = (x1 + x2) / 2.0
y1 = (y1 + y2) / 2.0
// get the length of half the line (midpoint to endpoint)
var dx = x1 - x2
var dy = y1 - y2
let dist = sqrt(dx*dx + dy*dy)
// use length of helf the line for distance from line
// increase or decrease this value to get the desired curve
let distFromLine = dist
dx /= dist
dy /= dist
// get perpendicular point at distFromLine
let x3 = x1 - (distFromLine/2)*dy
let y3 = y1 + (distFromLine/2)*dx
let curveControlPoint = CGPoint(x: x3, y: y3)
let myBezier = UIBezierPath()
// pt1
myBezier.move(to: curveStartPoint)
// quad curve to pt2
myBezier.addQuadCurve(to: curveEndPoint, controlPoint: curveControlPoint)
// line to pt3 (bottom right corner)
myBezier.addLine(to: CGPoint(x: rect.width, y: rect.height))
// line to pt4 (bottom left corner)
myBezier.addLine(to: CGPoint(x: 0.0, y: rect.height))
// close the path (automatically add a line from bottom left corner to curve start point)
myBezier.close()
// add the bezier path as a layer mask
let maskForPath = CAShapeLayer()
maskForPath.path = myBezier.cgPath
layer.mask = maskForPath
}
}
class TestViewController: UIViewController {
override public var preferredContentSize: CGSize {
get { return CGSize(width: 400, height: 400) }
set { super.preferredContentSize = newValue }
}
let myMaskedGradientView: MaskedGradientView = {
let v = MaskedGradientView()
v.translatesAutoresizingMaskIntoConstraints = false
return v
}()
let myPlainView: UIView = {
let v = UIView()
v.translatesAutoresizingMaskIntoConstraints = false
v.backgroundColor = .blue
return v
}()
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .white
view.addSubview(myMaskedGradientView)
NSLayoutConstraint.activate([
myMaskedGradientView.widthAnchor.constraint(equalToConstant: 300.0),
myMaskedGradientView.heightAnchor.constraint(equalToConstant: 250.0),
myMaskedGradientView.centerXAnchor.constraint(equalTo: view.centerXAnchor),
myMaskedGradientView.centerYAnchor.constraint(equalTo: view.centerYAnchor),
])
}
}
let viewController = TestViewController()
PlaygroundPage.current.liveView = viewController