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CAShapeLayer 是 CALayer 的子类,但是比 CALayer 更灵活,可以画出各种图形,当然,你也可以使用其他方式来画,随你。
首先CAShapeLayer 自身有path ,fillColor ,fillRule ,strokeColor ,strokeStart , strokeEnd , lineWidth(线宽,用点表示单位) ,miterLimit ,lineCap(线条结尾的样子) , lineJoin(线条之间的结合点的样子), lineDashPhase 和lineDashPattern 这几个属性。
杂谈
在 CAShapeLayer 中,也可以像 CALayer 一样指定它的 frame 来画,就像这样:
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let layer = CAShapeLayer() layer.frame = CGRectMake(110, 100, 150, 100) layer.backgroundColor = UIColor.blackColor().CGColor view.layer.addSublayer(layer) |
然后你就会得到如图这样的黑色矩形
但是,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。
UIBezierPath 顾名思义,这是用贝塞尔曲线的方式来构建一段弧线,你可以用任意条弧线来组成你想要的形状,比如,你想用它来和上面一样画一个矩形,那就可以这样子来做:
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let path = UIBezierPath(rect: CGRectMake(110, 100, 150, 100)) let layer = CAShapeLayer() layer.path = path.CGPath layer.fillColor = UIColor.blackColor().CGColor view.layer.addSublayer(layer) |
要注意的是,这里就不要用backgroundColor 这个属性了,而要使用 fillColor 和 strokeColor ,前者代表设置这个 Layer 的填充色,后者代表设置它的边框色
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layer.fillColor = UIColor.clearColor().CGCo lorlayer.strokeColor = UIColor.blackColor().CGColor |
可以试一下把上面代码设置颜色的部分改成这个样子,那么运行程序的时候就会是这种样子
玩一下UIBezierPath
在说回 UIBezierPath ,在 UIBezierPath 的 init 方法中,就有很多方便你画各种图形的方法,比如你可以画一个带圆角的图形
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let path = UIBezierPath(roundedRect: CGRectMake(110, 100, 150, 100), cornerRadius: 50) let layer = CAShapeLayer() layer.path = path.CGPath layer.fillColor = UIColor.clearColor().CGColor layer.strokeColor = UIColor.blackColor().CGColor |
还可以指定起始角和半径画圆
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let radius: CGFloat = 60.0 let startAngle: CGFloat = 0.0 let endAngle: CGFloat = CGFloat(M_PI * 2) let path = UIBezierPath(arcCenter: view.center, radius: radius, startAngle: startAngle, endAngle: endAngle, clockwise: true ) let layer = CAShapeLayer() layer.path = path.CGPath layer.fillColor = UIColor.clearColor().CGColor layer.strokeColor = UIColor.blackColor().CGColor |
在这里涉及到角度的问题,起始角和结束角,这里的角度使使用弧度制来表示,这里我收藏了一张图片,以方便参考。
怎么画曲线
贝塞尔曲线的画法是由起点、终点、控制点三个参数来画的,为了解释清楚这个点,我写了几行代码来解释它
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let startPoint = CGPointMake(50, 300) let endPoint = CGPointMake(300, 300) let controlPoint = CGPointMake(170, 200) let layer1 = CALayer() layer1.frame = CGRectMake(startPoint.x, startPoint.y, 5, 5) layer1.backgroundColor = UIColor.redColor().CGColor let layer2 = CALayer() layer2.frame = CGRectMake(endPoint.x, endPoint.y, 5, 5) layer2.backgroundColor = UIColor.redColor().CGColor let layer3 = CALayer() layer3.frame = CGRectMake(controlPoint.x, controlPoint.y, 5, 5) layer3.backgroundColor = UIColor.redColor().CGColor let path = UIBezierPath() let layer = CAShapeLayer() path.moveToPoint(startPoint) path.addQuadCurveToPoint(endPoint, controlPoint: controlPoint) layer.path = path.CGPath layer.fillColor = UIColor.clearColor().CGColor layer.strokeColor = UIColor.blackColor().CGColor view.layer.addSublayer(layer) view.layer.addSublayer(layer1) view.layer.addSublayer(layer2) view.layer.addSublayer(layer3) |
我很随意的定义了三个点,为了清楚显示它们的位置,我放了三个矩形在上面以便观察,然后调用 path.moveToPoint(startPoint) 让它移动到起始点,然后调用path.addQuadCurveToPoint(endPoint, controlPoint: controlPoint) 这个方法告诉它结束点和控制点,这样它就能画出一条有弧度的线条了,如果把fillColor设置一个颜色,那么它就会变成一个很丑的形状了,示例图如下
控制点决定了它的曲率,曲线的顶点不等于控制点的位置,具体可以看一下贝塞尔曲线的定义,你还可以使用两个控制点来画,两个控制点可以使用方法 path.addCurveToPoint(endPoint, controlPoint1: controlPoint, controlPoint2: controlPoint2)来搞定
这样它会是这个样子
再来说说 CAShapeLayer
CAShapeLayer 是个神奇的东西,给它一个path它就能变成你想要的形状,它还有很多可以玩的地方。综合使用可以组合成不同的动画,比如下面这样
demo1.gif
demo2.gif
demo3.gif
这三个动画就是使用了 strokeEnd、strokeStart和lineWidth 三个属性,第一个动画用了strokeEnd这个属性的值范围是0-1,动画显示了从0到1之间每一个值对这条曲线的影响,strokeStart的方法则是相反的,如果把这两个值首先都设置成0.5然后慢慢改变成0和1的时候就会变成第二个动画,配合lineWidth则曲线会慢慢变粗,这里的很多属性都是支持动画的。
示例代码
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private func animation1() { let animation = CABasicAnimation(keyPath: "strokeEnd" ) animation.fromValue = 0 animation.toValue = 1 animation.duration = 2 layer.addAnimation(animation, forKey: "" ) } private func animation2() { layer.strokeStart = 0.5 layer.strokeEnd = 0.5 let animation = CABasicAnimation(keyPath: "strokeStart" ) animation.fromValue = 0.5 animation.toValue = 0 animation.duration = 2 let animation2 = CABasicAnimation(keyPath: "strokeEnd" ) animation2.fromValue = 0.5 animation2.toValue = 1 animation2.duration = 2 layer.addAnimation(animation, forKey: "" ) layer.addAnimation(animation2, forKey: "" ) } private func animation3() { let animation = CABasicAnimation(keyPath: "lineWidth" ) animation.fromValue = 1 animation.toValue = 10 animation.duration = 2 layer.addAnimation(animation, forKey: "" ) } |
应用一下
前一阵子在仿时光网这个APP,其中有一个Layer的形状很怪异,是这样的
很明显它可以用 CAShapeLayer + UIBezierPath 来做,思路大概是这样,先移动到左上方的位置,然后向下划线,然后往右划线,然后往上划线,还剩一个盖子,这个盖子就用一个控制点控制曲率,非常简单,代码如下
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let finalSize = CGSizeMake(CGRectGetWidth(view.frame), 400) let layerHeight = finalSize.height * 0.2 let layer = CAShapeLayer() let bezier = UIBezierPath() bezier.moveToPoint(CGPointMake(0, finalSize.height - layerHeight)) bezier.addLineToPoint(CGPointMake(0, finalSize.height - 1)) bezier.addLineToPoint(CGPointMake(finalSize.width, finalSize.height - 1)) bezier.addLineToPoint(CGPointMake(finalSize.width, finalSize.height - layerHeight)) bezier.addQuadCurveToPoint(CGPointMake(0,finalSize.height - layerHeight), controlPoint: CGPointMake(finalSize.width / 2, (finalSize.height - layerHeight) - 40)) layer.path = bezier.CGPath layer.fillColor = UIColor.blackColor().CGColor view.layer.addSublayer(layer) |
就能画出这样的形状来
再来一个复杂点的,微信下拉拍小视频的那只眼睛很有趣,来模仿一下那个效果吧,它是这样的
首先你得画出这只眼睛,这是眼睛包括5个部分组成(这个是用OC写的)
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@property (strong, nonatomic) CAShapeLayer *eyeFirstLightLayer; @property (strong, nonatomic) CAShapeLayer *eyeSecondLightLayer; @property (strong, nonatomic) CAShapeLayer *eyeballLayer; @property (strong, nonatomic) CAShapeLayer *topEyesocketLayer; @property (strong, nonatomic) CAShapeLayer *bottomEyesocketLayer; |
然后,还是通过 UIBezierPath 和 CAShapeLayer 这样的老套路来画,代码较多
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- (CAShapeLayer *)eyeFirstLightLayer { if (!_eyeFirstLightLayer) { _eyeFirstLightLayer = [CAShapeLayer layer]; CGPoint center = CGPointMake(CGRectGetWidth(self.frame) / 2, CGRectGetHeight(self.frame) / 2); UIBezierPath *path = [UIBezierPath bezierPathWithArcCenter:center radius:CGRectGetWidth(self.frame) * 0.2 startAngle:(230.f / 180.f) * M_PI endAngle:(265.f / 180.f) * M_PI clockwise:YES]; _eyeFirstLightLayer.borderColor = [UIColor blackColor].CGColor; _eyeFirstLightLayer.lineWidth = 5.f; _eyeFirstLightLayer.path = path.CGPath; _eyeFirstLightLayer.fillColor = [UIColor clearColor].CGColor; _eyeFirstLightLayer.strokeColor = [UIColor whiteColor].CGColor; } return _eyeFirstLightLayer; } - (CAShapeLayer *)eyeSecondLightLayer { if (!_eyeSecondLightLayer) { _eyeSecondLightLayer = [CAShapeLayer layer]; CGPoint center = CGPointMake(CGRectGetWidth(self.frame) / 2, CGRectGetHeight(self.frame) / 2); UIBezierPath *path = [UIBezierPath bezierPathWithArcCenter:center radius:CGRectGetWidth(self.frame) * 0.2 startAngle:(211.f / 180.f) * M_PI endAngle:(220.f / 180.f) * M_PI clockwise:YES]; _eyeSecondLightLayer.borderColor = [UIColor blackColor].CGColor; _eyeSecondLightLayer.lineWidth = 5.f; _eyeSecondLightLayer.path = path.CGPath; _eyeSecondLightLayer.fillColor = [UIColor clearColor].CGColor; _eyeSecondLightLayer.strokeColor = [UIColor whiteColor].CGColor; } return _eyeSecondLightLayer; } - (CAShapeLayer *)eyeballLayer { if (!_eyeballLayer) { _eyeballLayer = [CAShapeLayer layer]; CGPoint center = CGPointMake(CGRectGetWidth(self.frame) / 2, CGRectGetHeight(self.frame) / 2); UIBezierPath *path = [UIBezierPath bezierPathWithArcCenter:center radius:CGRectGetWidth(self.frame) * 0.3 startAngle:(0.f / 180.f) * M_PI endAngle:(360.f / 180.f) * M_PI clockwise:YES]; _eyeballLayer.borderColor = [UIColor blackColor].CGColor; _eyeballLayer.lineWidth = 1.f; _eyeballLayer.path = path.CGPath; _eyeballLayer.fillColor = [UIColor clearColor].CGColor; _eyeballLayer.strokeColor = [UIColor whiteColor].CGColor; _eyeballLayer.anchorPoint = CGPointMake(0.5, 0.5); } return _eyeballLayer; } - (CAShapeLayer *)topEyesocketLayer { if (!_topEyesocketLayer) { _topEyesocketLayer = [CAShapeLayer layer]; CGPoint center = CGPointMake(CGRectGetWidth(self.frame) / 2, CGRectGetHeight(self.frame) / 2); UIBezierPath *path = [UIBezierPath bezierPath]; [path moveToPoint:CGPointMake(0, CGRectGetHeight(self.frame) / 2)]; [path addQuadCurveToPoint:CGPointMake(CGRectGetWidth(self.frame), CGRectGetHeight(self.frame) / 2) controlPoint:CGPointMake(CGRectGetWidth(self.frame) / 2, center.y - center.y - 20)]; _topEyesocketLayer.borderColor = [UIColor blackColor].CGColor; _topEyesocketLayer.lineWidth = 1.f; _topEyesocketLayer.path = path.CGPath; _topEyesocketLayer.fillColor = [UIColor clearColor].CGColor; _topEyesocketLayer.strokeColor = [UIColor whiteColor].CGColor; } return _topEyesocketLayer; } - (CAShapeLayer *)bottomEyesocketLayer { if (!_bottomEyesocketLayer) { _bottomEyesocketLayer = [CAShapeLayer layer]; CGPoint center = CGPointMake(CGRectGetWidth(self.frame) / 2, CGRectGetHeight(self.frame) / 2); UIBezierPath *path = [UIBezierPath bezierPath]; [path moveToPoint:CGPointMake(0, CGRectGetHeight(self.frame) / 2)]; [path addQuadCurveToPoint:CGPointMake(CGRectGetWidth(self.frame), CGRectGetHeight(self.frame) / 2) controlPoint:CGPointMake(CGRectGetWidth(self.frame) / 2, center.y + center.y + 20)]; _bottomEyesocketLayer.borderColor = [UIColor blackColor].CGColor; _bottomEyesocketLayer.lineWidth = 1.f; _bottomEyesocketLayer.path = path.CGPath; _bottomEyesocketLayer.fillColor = [UIColor clearColor].CGColor; _bottomEyesocketLayer.strokeColor = [UIColor whiteColor].CGColor; } return _bottomEyesocketLayer; } |
然后更改一下某些属性的值,方便稍后的动画
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- (void)setupAnimation { self.eyeFirstLightLayer.lineWidth = 0.f; self.eyeSecondLightLayer.lineWidth = 0.f; self.eyeballLayer.opacity = 0.f; _bottomEyesocketLayer.strokeStart = 0.5f; _bottomEyesocketLayer.strokeEnd = 0.5f; _topEyesocketLayer.strokeStart = 0.5f; _topEyesocketLayer.strokeEnd = 0.5f;} |
最后根据 UIScrollView 的 contentOffset 来控制各种属性,办法较笨,但管用。
最后
总之使用 UIbezierPath 和 CAShapeLayer 可以画出你想要的任何形状,没有它做不到,只有你想不到,搞定了它们你就可以轻松定制你想要的任何控件了。
iOS quartzCore第五章——CAShapeLayer画各种图形 结合UIBezierPath
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原文地址:http://blog.csdn.net/hdfqq188816190/article/details/51361011