如何在 Apple Watch 上绘制自定义图形?
How can I draw custom graphics on Apple Watch?
如何在 Apple Watch 上绘制自定义图形?
如果我没理解错的话,我们只能在Apple Watch上使用图片和标准控件。如果是这样,是否可以在内存中的图像上绘制自定义图形,然后将这些图像放到屏幕上?
在 watchOS2 中,您可以在 WKInterfaceImage
上使用一些 CoreGraphics
。
作为参考,看看真棒watchOS2 Sampler
绘图示例:
// Create a graphics context
let size = CGSizeMake(100, 100)
UIGraphicsBeginImageContext(size)
let context = UIGraphicsGetCurrentContext()
// Setup for the path appearance
CGContextSetStrokeColorWithColor(context, UIColor.whiteColor().CGColor)
CGContextSetLineWidth(context, 4.0)
// Draw lines
CGContextBeginPath (context);
CGContextMoveToPoint(context, 0, 0);
CGContextAddLineToPoint(context, 100, 100);
CGContextMoveToPoint(context, 0, 100);
CGContextAddLineToPoint(context, 100, 0);
CGContextStrokePath(context);
// Convert to UIImage
let cgimage = CGBitmapContextCreateImage(context);
let uiimage = UIImage(CGImage: cgimage!)
// End the graphics context
UIGraphicsEndImageContext()
image.setImage(uiimage)
使用贝塞尔路径的示例:
// Create a graphics context
let size = CGSizeMake(100, 100)
UIGraphicsBeginImageContext(size)
let context = UIGraphicsGetCurrentContext()
// Setup for the path appearance
UIColor.greenColor().setStroke()
UIColor.whiteColor().setFill()
// Draw an oval
let rect = CGRectMake(2, 2, 96, 96)
let path = UIBezierPath(ovalInRect: rect)
path.lineWidth = 4.0
path.fill()
path.stroke()
// Convert to UIImage
let cgimage = CGBitmapContextCreateImage(context);
let uiimage = UIImage(CGImage: cgimage!)
// End the graphics context
UIGraphicsEndImageContext()
image.setImage(uiimage)
最后用 PocketSVG
显示 SVG
// Create a graphics context
let size = CGSizeMake(512, 512)
UIGraphicsBeginImageContext(size)
let context = UIGraphicsGetCurrentContext()
// Setup for the path appearance
UIColor.yellowColor().setFill()
// Convert SVG -> CGPath -> UIBezierPath
let pocketSvg = PocketSVG(fromSVGFileNamed: "sample")
let path = pocketSvg.bezier
print(path)
path.fill()
// Convert to UIImage
let cgimage = CGBitmapContextCreateImage(context);
let uiimage = UIImage(CGImage: cgimage!)
// End the graphics context
UIGraphicsEndImageContext()
image.setImage(uiimage)
如何在 Apple Watch 上绘制自定义图形?
如果我没理解错的话,我们只能在Apple Watch上使用图片和标准控件。如果是这样,是否可以在内存中的图像上绘制自定义图形,然后将这些图像放到屏幕上?
在 watchOS2 中,您可以在 WKInterfaceImage
上使用一些 CoreGraphics
。
作为参考,看看真棒watchOS2 Sampler
绘图示例:
// Create a graphics context
let size = CGSizeMake(100, 100)
UIGraphicsBeginImageContext(size)
let context = UIGraphicsGetCurrentContext()
// Setup for the path appearance
CGContextSetStrokeColorWithColor(context, UIColor.whiteColor().CGColor)
CGContextSetLineWidth(context, 4.0)
// Draw lines
CGContextBeginPath (context);
CGContextMoveToPoint(context, 0, 0);
CGContextAddLineToPoint(context, 100, 100);
CGContextMoveToPoint(context, 0, 100);
CGContextAddLineToPoint(context, 100, 0);
CGContextStrokePath(context);
// Convert to UIImage
let cgimage = CGBitmapContextCreateImage(context);
let uiimage = UIImage(CGImage: cgimage!)
// End the graphics context
UIGraphicsEndImageContext()
image.setImage(uiimage)
使用贝塞尔路径的示例:
// Create a graphics context
let size = CGSizeMake(100, 100)
UIGraphicsBeginImageContext(size)
let context = UIGraphicsGetCurrentContext()
// Setup for the path appearance
UIColor.greenColor().setStroke()
UIColor.whiteColor().setFill()
// Draw an oval
let rect = CGRectMake(2, 2, 96, 96)
let path = UIBezierPath(ovalInRect: rect)
path.lineWidth = 4.0
path.fill()
path.stroke()
// Convert to UIImage
let cgimage = CGBitmapContextCreateImage(context);
let uiimage = UIImage(CGImage: cgimage!)
// End the graphics context
UIGraphicsEndImageContext()
image.setImage(uiimage)
最后用 PocketSVG
显示 SVG // Create a graphics context
let size = CGSizeMake(512, 512)
UIGraphicsBeginImageContext(size)
let context = UIGraphicsGetCurrentContext()
// Setup for the path appearance
UIColor.yellowColor().setFill()
// Convert SVG -> CGPath -> UIBezierPath
let pocketSvg = PocketSVG(fromSVGFileNamed: "sample")
let path = pocketSvg.bezier
print(path)
path.fill()
// Convert to UIImage
let cgimage = CGBitmapContextCreateImage(context);
let uiimage = UIImage(CGImage: cgimage!)
// End the graphics context
UIGraphicsEndImageContext()
image.setImage(uiimage)