贝塞尔曲线是一个画图的类,需在drawRect方法中绘制;可以绘制直线、矩形、圆、椭圆以及其他复杂的图形
贝塞尔曲线(UIBezierPath)的使用如下:
类方法
//矩形路径
public convenience init(rect: CGRect)
//椭圆,当rect为正方形是则为圆
public convenience init(ovalIn rect: CGRect)
//圆角矩形、圆路径
public convenience init(roundedRect rect: CGRect, cornerRadius: CGFloat) // rounds all corners with the same horizontal and vertical radius
//指定矩形的角为圆角
public convenience init(roundedRect rect: CGRect, byRoundingCorners corners: UIRectCorner, cornerRadii: CGSize)
//弧线路径/扇形
public convenience init(arcCenter center: CGPoint, radius: CGFloat, startAngle: CGFloat, endAngle: CGFloat, clockwise: Bool)
//CGpath创建
public convenience init(cgPath CGPath: CGPath)
对象方法
public init()
public init?(coder: NSCoder)
属性
//返回一个不可变的CGPathRef,在UIBezierPath被进一步修改之前有效
open var cgPath: CGPath
//判断是否为空 只读属性
open var isEmpty: Bool { get }
//整个路径的位置
open var bounds: CGRect { get }
//当前路径的位置
open var currentPoint: CGPoint { get }
// 线宽
open var lineWidth: CGFloat
//线的末端的类型
open var lineCapStyle: CGLineCap
public enum CGLineCap : Int32 {
case butt = 0 //无端点
case round = 1 //圆形端点
case square = 2 //方形端点
}
//相交线的交点类型
open var lineJoinStyle: CGLineJoin
public enum CGLineJoin : Int32 {
case miter = 0 //直接连接
case round = 1 //圆角连接
case bevel = 2 //斜角连接
}
//miterLimit 属性设置或返回最大斜接长度,只有当 lineJoinStyle 属性为 "kCGLineJoinMiter" 时,miterLimit 才有效
open var miterLimit: CGFloat // Used when lineJoinStyle is kCGLineJoinMiter
//线的精细程度
open var flatness: CGFloat
//填充区域的方式
open var usesEvenOddFillRule: Bool // Default is NO. When YES, the even-odd fill rule is used for drawing, clipping, and hit testing.
方法
//设置画笔的起点位置
open func move(to point: CGPoint)
//从前一个点到添加点的直线
open func addLine(to point: CGPoint)
//绘制曲线(三阶贝塞尔曲线) 从起点到结束点的曲线,有两个控制点坐标controlPoint1、controlPoint2
open func addCurve(to endPoint: CGPoint, controlPoint1: CGPoint, controlPoint2: CGPoint)
////绘制曲线(二阶贝塞尔曲线)从起点到终点的曲线,一个控制点
open func addQuadCurve(to endPoint: CGPoint, controlPoint: CGPoint)
@available(iOS 4.0, *)
//绘制弧线 中线点、半径、开始角、结束角、绘制方向
open func addArc(withCenter center: CGPoint, radius: CGFloat, startAngle: CGFloat, endAngle: CGFloat, clockwise: Bool)
//设置为封闭的路径
open func close()
//移除所有的点
open func removeAllPoints()
// Appending paths 两个贝塞尔曲线路径拼接
open func append(_ bezierPath: UIBezierPath)// Modified paths@available(iOS 6.0, *)
//创建并返回一个与当前路径相反的新的贝塞尔曲线
open func reversing() -> UIBezierPath
// 用CGAffineTransform变换路径的所有点
open func apply(_ transform: CGAffineTransform)
//是否包含指定的点
open func contains(_ point: CGPoint) -> Bool
//设置虚线
open func setLineDash(_ pattern: UnsafePointer<CGFloat>?, count: Int, phase: CGFloat)
//获取虚线
open func getLineDash(_ pattern: UnsafeMutablePointer<CGFloat>?, count: UnsafeMutablePointer<Int>?, phase: UnsafeMutablePointer<CGFloat>?)
//填充
open func fill()
//绘制路径
open func stroke()
//描边的混合模式
open func fill(with blendMode: CGBlendMode, alpha: CGFloat)
//填充的混合模式
open func stroke(with blendMode: CGBlendMode, alpha: CGFloat)
//修改当前图形上下文的绘制的可见区域,之后绘图操作显示的内容只有发生在指定路径的填充区域
open func addClip()
使用
1、直线
//修改线的颜色
let color = UIColor.cyan;
color.setStroke()
//创建UIBezierPath曲线
let path = UIBezierPath.init();
path.move(to: CGPoint(x: 100, y: 100));
path.addLine(to: CGPoint(x: 200, y: 120));
path.lineWidth = 2.0;
path.stroke();
line.png
2、矩形
let color = UIColor.cyan;
color.set();
let path = UIBezierPath.init(rect: CGRect(x: 100, y: 100, width: 150, height: 100));
path.lineWidth = 2.0;
path.stroke();
rect.png
3、圆/椭圆 当长和宽相等时则为圆;当长和宽不等时为椭圆
let color = UIColor.cyan;
color.set();
let path = UIBezierPath.init(ovalIn: CGRect(x: 100, y: 100, width: 130, height: 100));
path.lineWidth = 2.0;
path.fill();//区域内填充
path.stroke();
oval.png
4、圆/圆角矩形
a、半径大于或等于正方形的边长一半时为圆,此时半径不起作用(此处描述有问题)
b、半径小于于正方形的边长一半时为圆角矩形
c、当图形长和宽不等时为圆角矩形,如图"Rounded_R"
let color = UIColor.cyan;
color.setFill();
let path = UIBezierPath.init(roundedRect: CGRect(x: 100, y: 100, width: 100, height: 100), cornerRadius: 33);
path.lineWidth = 2.0;
path.fill();//区域内填充
path.stroke();
问题:a的描述,当为正方形且半径时边长的一半是时圆。
当初始化的时候设置半径为32时,此时是一个圆角矩形。
当初始化的时候设置半径为33时,此时是一个圆。
希望知道的小伙伴解答一下,感激不尽!!!
rect.png
5、圆角矩形:指定矩形的某些角为圆角
let color = UIColor.cyan;
color.setStroke();
let path = UIBezierPath.init(roundedRect: CGRect(x: 100, y: 100, width: 150, height: 100), byRoundingCorners: UIRectCorner(rawValue: (UIRectCorner.topRight.rawValue | UIRectCorner.bottomLeft.rawValue)) ,cornerRadii: CGSize(width: 20, height: 20));
path.lineWidth = 2.0;
path.stroke();
rect.png
6、弧线/扇形
clockwise:方向
let color = UIColor.cyan;
color.set();
let path = UIBezierPath.init(arcCenter: CGPoint(x: 100, y: 100), radius: 20, startAngle: (CGFloat)(45*M_PI/180), endAngle: (CGFloat)(200*M_PI/180), clockwise: false)
path.lineWidth = 2.0;
path.close()
path.stroke();
UIBezierPath.init(arcCenter: CGPoint(x: 100, y: 100), radius: 20, startAngle: (CGFloat)(45*M_PI/180), endAngle: (CGFloat)(200*M_PI/180), clockwise: false)
false.png
UIBezierPath.init(arcCenter: CGPoint(x: 100, y: 100), radius: 20, startAngle: (CGFloat)(45*M_PI/180), endAngle: (CGFloat)(200*M_PI/180), clockwise: true)
true.png
7、绘制贝塞尔曲线三阶;controlPoint1:控制点1,controlPoint2:控制点2
let path = UIBezierPath.init()
path.move(to: CGPoint(x: 100, y: 100))
path.addCurve(to: CGPoint(x: 200, y: 100), controlPoint1: CGPoint(x: 130, y: 60), controlPoint2: CGPoint(x: 180, y: 130))
path.lineWidth = 2.0;
path.stroke();
c.png
8、绘制贝塞尔曲线二阶;controlPoint:控制点
let path = UIBezierPath.init()
path.move(to: CGPoint(x: 100, y: 100))
path.addQuadCurve(to: CGPoint(x: 200, y: 100), controlPoint: CGPoint(x: 150, y: 60))
path.lineWidth = 2.0;
path.stroke();
c.png
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