1.首先先把UIBezierPath的API全部拿来看看...
#import <Foundation/Foundation.h>
#import <CoreGraphics/CoreGraphics.h>
#import <UIKit/UIKitDefines.h>
NS_ASSUME_NONNULL_BEGIN
typedef NS_OPTIONS(NSUInteger, UIRectCorner) {
UIRectCornerTopLeft = 1 << 0, // 上左圆角
UIRectCornerTopRight = 1 << 1, // 上右圆角
UIRectCornerBottomLeft = 1 << 2, // 下左圆角
UIRectCornerBottomRight = 1 << 3, // 下右圆角
UIRectCornerAllCorners = ~0UL // 四个角都是圆角
};
NS_CLASS_AVAILABLE_IOS(3_2) @interface UIBezierPath : NSObject<NSCopying, NSCoding>
// 创建一个贝塞尔曲线
+ (instancetype)bezierPath;
// 创建一个方形
+ (instancetype)bezierPathWithRect:(CGRect)rect;
// 创建一个椭圆
+ (instancetype)bezierPathWithOvalInRect:(CGRect)rect;
// 创建一个圆角方形
// cornerRadius:圆角半径
// rounds all corners with the same horizontal and vertical radius
+ (instancetype)bezierPathWithRoundedRect:(CGRect)rect cornerRadius:(CGFloat)cornerRadius;
// 创建一个圆角方形
// cornerRadii:圆角size
// corners: 圆角位置
+ (instancetype)bezierPathWithRoundedRect:(CGRect)rect byRoundingCorners:(UIRectCorner)corners cornerRadii:(CGSize)cornerRadii;
// 创建一个弧线
// center:弧线中心点
// startAngle:弧线开始角度
// endAngle:结束角度
// clockwise:是否是顺时针方向 YES:顺时针
+ (instancetype)bezierPathWithArcCenter:(CGPoint)center radius:(CGFloat)radius startAngle:(CGFloat)startAngle endAngle:(CGFloat)endAngle clockwise:(BOOL)clockwise;
// 通过已经有的CGPathRef路径,创建贝塞尔曲线
+ (instancetype)bezierPathWithCGPath:(CGPathRef)CGPath;
// 初始化方法
- (instancetype)init NS_DESIGNATED_INITIALIZER;
//
- (nullable instancetype)initWithCoder:(NSCoder *)aDecoder NS_DESIGNATED_INITIALIZER;
// Returns an immutable CGPathRef which is only valid until the UIBezierPath is further mutated.
// Setting the path will create an immutable copy of the provided CGPathRef, so any further mutations on a provided CGMutablePathRef will be ignored.
// 贝塞尔曲线的路径属性
@property(nonatomic) CGPathRef CGPath;
- (CGPathRef)CGPath NS_RETURNS_INNER_POINTER CF_RETURNS_NOT_RETAINED;
// Path construction
// 移动到某个点
- (void)moveToPoint:(CGPoint)point;
// 添加线段到某个点
- (void)addLineToPoint:(CGPoint)point;
// 添加曲线到某个点
// endPoint:曲线末尾的点
// controlPoint1:贝塞尔曲线控制点一
// controlPoint2:贝塞尔曲线控制点二
- (void)addCurveToPoint:(CGPoint)endPoint controlPoint1:(CGPoint)controlPoint1 controlPoint2:(CGPoint)controlPoint2;
// 添加曲线到某个点
// endPoint:曲线末尾的点
// controlPoint:贝塞尔曲线控制点
- (void)addQuadCurveToPoint:(CGPoint)endPoint controlPoint:(CGPoint)controlPoint;
// 添加弧线
// center:弧线中心点
// startAngle:开始角度
// endAngle:末尾角度
// clockwise:是否是顺时针
- (void)addArcWithCenter:(CGPoint)center radius:(CGFloat)radius startAngle:(CGFloat)startAngle endAngle:(CGFloat)endAngle clockwise:(BOOL)clockwise NS_AVAILABLE_IOS(4_0);
// 关闭路径
- (void)closePath;
// 删除所有的点儿
- (void)removeAllPoints;
// 追加贝塞尔曲线
- (void)appendPath:(UIBezierPath *)bezierPath;
// 翻转贝塞尔曲线
// Modified paths
- (UIBezierPath *)bezierPathByReversingPath NS_AVAILABLE_IOS(6_0);
// 使用矩阵变换
// Transforming paths
- (void)applyTransform:(CGAffineTransform)transform;
// Path info(路径信息)
@property(readonly,getter=isEmpty) BOOL empty; // 是否是空路径
@property(nonatomic,readonly) CGRect bounds; // 路径的bounds
@property(nonatomic,readonly) CGPoint currentPoint; // 路径当前的点
- (BOOL)containsPoint:(CGPoint)point; // 路径是否包含某个点
// Drawing properties (绘制属性)
@property(nonatomic) CGFloat lineWidth; // 线宽
@property(nonatomic) CGLineCap lineCapStyle; // 线头 & 线尾的样式(圆、)
@property(nonatomic) CGLineJoin lineJoinStyle; // 两条线交接地方的样式(圆、)
@property(nonatomic) CGFloat miterLimit; // Used when lineJoinStyle is kCGLineJoinMiter(该属性起作用,当 lineJoinStyle = kCGLineJoinMiter的时候)
@property(nonatomic) CGFloat flatness; // 待定
@property(nonatomic) BOOL usesEvenOddFillRule; // Default is NO. When YES, the even-odd fill rule is used for drawing, clipping, and hit testing.
// 设置虚线
- (void)setLineDash:(nullable const CGFloat *)pattern count:(NSInteger)count phase:(CGFloat)phase;
//
- (void)getLineDash:(nullable CGFloat *)pattern count:(nullable NSInteger *)count phase:(nullable CGFloat *)phase;
// Path operations on the current graphics context
// 填充
- (void)fill;
// 描边
- (void)stroke;
// These methods do not affect the blend mode or alpha of the current graphics context
- (void)fillWithBlendMode:(CGBlendMode)blendMode alpha:(CGFloat)alpha;
- (void)strokeWithBlendMode:(CGBlendMode)blendMode alpha:(CGFloat)alpha;
// 添加裁剪
- (void)addClip;
2.貌似只有API并没有什么卵用,那好吧,我们上🌰
UIColor *color = [UIColor redColor];
[color set]; //设置线条颜色
UIBezierPath* aPath = [UIBezierPath bezierPath];
aPath.lineWidth = 5.0;
aPath.lineCapStyle = kCGLineCapRound; //线条拐角
aPath.lineJoinStyle = kCGLineCapRound; //终点处理
// Set the starting point of the shape.
[aPath moveToPoint:CGPointMake(100.0, 0.0)];
// Draw the lines
[aPath addLineToPoint:CGPointMake(200.0, 40.0)];
[aPath addLineToPoint:CGPointMake(160, 140)];
[aPath addLineToPoint:CGPointMake(40.0, 140)];
[aPath addLineToPoint:CGPointMake(0.0, 40.0)];
// [aPath closePath];//第五条线通过调用closePath方法得到的
[aPath stroke];//Draws line 根据坐标点连线
Snip20160914_3.png
[aPath closePath];//这行代码加上就是一个完成的图形
Snip20160914_4.png
[aPath fill];
Snip20160914_5.png
**** 另外的一个🌰 ****
由于需要画圆圈,我们需要知道他从哪里开始转,怎么转...
03093003-40B0-49B9-AADF-2E8CE8E2647A.png
UIColor *color = [UIColor redColor];
[color set];
UIBezierPath* aPath3 = [UIBezierPath bezierPathWithArcCenter:CGPointMake(200/2, 200/2)
radius:200/2 - 2.5
startAngle:DEGREES_TO_RADIANS(0)
endAngle:DEGREES_TO_RADIANS(360)
clockwise:YES];
aPath3.lineWidth = 5;
aPath3.lineCapStyle = kCGLineCapRound;
aPath3.lineJoinStyle = kCGLineCapRound;
[aPath3 stroke];
//下面这个就是运行结果
Snip20160914_6.png
又一个🌰
UIColor *color = [UIColor redColor];
[color set]; //设置线条颜色
UIBezierPath* aPath = [UIBezierPath bezierPath];
aPath.lineWidth = 5.0;
aPath.lineCapStyle = kCGLineCapRound; //线条拐角
aPath.lineJoinStyle = kCGLineCapRound; //终点处理
[aPath moveToPoint:CGPointMake(100.0, 0.0)];
[aPath addQuadCurveToPoint:CGPointMake(200.0, 0) controlPoint:CGPointMake(150, 50)];
[aPath stroke];//Draws line 根据坐标点连线
}
原理就是本来两个点连成一个直线,但是加了一个控制点,就像我们小时候玩的弓箭🏹是一样的效果,自行脑补...
Snip20160914_7.png
3,那么现在又有一个问题,怎么让这些绘图动起来呢!!!
CAShapeLayer 是 CALayer 的子类,但是比 CALayer 更灵活,可以画出各种图形,CAShapeLayer
有一个神奇的属性 path 用这个属性配合上 UIBezierPath 这个类就可以达到超神的效果。
UIColor *color = [UIColor redColor];
[color set]; //设置线条颜色
UIBezierPath* aPath = [UIBezierPath bezierPath];
aPath.lineWidth = 5.0;
aPath.lineCapStyle = kCGLineCapRound; //线条拐角
aPath.lineJoinStyle = kCGLineCapRound; //终点处理
[aPath moveToPoint:CGPointMake(0, 100.0)];
[aPath addCurveToPoint:CGPointMake(200,100) controlPoint1:CGPointMake(70, 150) controlPoint2:CGPointMake(140, 50)];
// [aPath stroke];//Draws line 根据坐标点连线
CAShapeLayer *sharpLayer = [CAShapeLayer layer];
sharpLayer.frame = self.bounds;
[self.layer insertSublayer:sharpLayer atIndex:1];
sharpLayer.fillColor = [[UIColor clearColor] CGColor];
sharpLayer.strokeColor = [UIColor blueColor].CGColor;//指定path的渲染颜色
sharpLayer.lineCap = kCALineCapRound;//指定线的边缘是圆的
sharpLayer.lineJoin = kCALineJoinRound;
sharpLayer.lineWidth = 5;//线的宽度
sharpLayer.path =[aPath CGPath];
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:@"strokeEnd"];
animation.duration = 5;
animation.fromValue = @(0.0);
animation.toValue = @(1.0);
[sharpLayer addAnimation:animation forKey:@"strokeEnd"];
2016-09-14 17_37_37.gif
同样,让圆形进度条也就是一样的效果代码如下
UIColor *color = [UIColor redColor];
[color set];
UIBezierPath* aPath3 = [UIBezierPath bezierPathWithArcCenter:CGPointMake(200/2, 200/2)
radius:200/2 - 2.5
startAngle:DEGREES_TO_RADIANS(0)
endAngle:DEGREES_TO_RADIANS(360)
clockwise:YES];
aPath3.lineWidth = 5;
aPath3.lineCapStyle = kCGLineCapRound;
aPath3.lineJoinStyle = kCGLineCapRound;
[aPath3 stroke];
//下面这个就是运行结果
CAShapeLayer *sharpLayer = [CAShapeLayer layer];
sharpLayer.frame = self.bounds;
[self.layer insertSublayer:sharpLayer atIndex:1];
sharpLayer.fillColor = [[UIColor clearColor] CGColor];
sharpLayer.strokeColor = [UIColor blueColor].CGColor;//指定path的渲染颜色
sharpLayer.lineCap = kCALineCapRound;//指定线的边缘是圆的
sharpLayer.lineJoin = kCALineJoinRound;
sharpLayer.lineWidth = 5;//线的宽度
sharpLayer.path =[aPath3 CGPath];
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:@"strokeEnd"];
animation.duration = 5;
animation.fromValue = @(0.0);
animation.toValue = @(1.0);
[sharpLayer addAnimation:animation forKey:@"strokeEnd"];
4.让另外一个view和他一起动可以吗?
UIColor *color = [UIColor redColor];
[color set];
UIBezierPath* aPath3 = [UIBezierPath bezierPathWithArcCenter:CGPointMake(120/2, 120/2)
radius:120/2 - 2.5
startAngle:DEGREES_TO_RADIANS(0)
endAngle:DEGREES_TO_RADIANS(360)
clockwise:YES];
aPath3.lineWidth = 5;
aPath3.lineCapStyle = kCGLineCapRound;
aPath3.lineJoinStyle = kCGLineCapRound;
// [aPath3 stroke];
//下面这个就是运行结果
CAShapeLayer *sharpLayer = [CAShapeLayer layer];
sharpLayer.frame = self.bounds;
[self.layer insertSublayer:sharpLayer atIndex:1];
sharpLayer.fillColor = [[UIColor clearColor] CGColor];
sharpLayer.strokeColor = [UIColor colorWithRed:22.0/255.0 green:150.0/255.0 blue:234.0/255.0 alpha:1.0].CGColor;//指定path的渲染颜色
sharpLayer.lineCap = kCALineCapRound;//指定线的边缘是圆的
sharpLayer.lineJoin = kCALineJoinRound;
sharpLayer.lineWidth = 5;//线的宽度
sharpLayer.path =[aPath3 CGPath];
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:@"strokeEnd"];
animation.duration = 5;
animation.fromValue = @(0.0);
animation.toValue = @(1.0);
[sharpLayer addAnimation:animation forKey:@"strokeEnd"];
_circleImageView = [[UIImageView alloc] initWithFrame:CGRectMake(30, 110, 13, 13)];
_circleImageView.image = [UIImage imageNamed:@"ProgressCircle"];
[self insertSubview:_circleImageView atIndex:9];
CAKeyframeAnimation *keyAnimation = [CAKeyframeAnimation animationWithKeyPath:@"position"];
keyAnimation.path= sharpLayer.path;
keyAnimation.fillMode = kCAFillModeForwards;
keyAnimation.calculationMode = kCAAnimationPaced;
keyAnimation.duration = 5;
keyAnimation.removedOnCompletion = NO;
[sharpLayer addAnimation:animation forKey:@"strokeEndAnimation"];
[_circleImageView.layer addAnimation:keyAnimation forKey:nil];
2016-09-14 18_01_12.gif
网友评论