将圆角半径应用于 Storyboard 中的特定 UIView 角不适用于所有角

Applying corner radius to a specific UIView corner inside Storyboard does not work for all corners

我为此定制了 class。但它仅适用于左上角,不适用于其他角:

@IBDesignable
public class RoundedView: UIView {

    @IBInspectable public var topLeft: Bool = false
    @IBInspectable public var topRight: Bool = false
    @IBInspectable public var bottomLeft: Bool = false
    @IBInspectable public var bottomRight: Bool = false
    @IBInspectable public var cornerRadius: Int = 0

    public override func awakeFromNib() {
        var options = UIRectCorner()

        if topLeft { options =  options.union(.topLeft) }
        if topRight { options =  options.union(.topRight) }
        if bottomLeft { options =  options.union(.bottomLeft) }
        if bottomRight { options =  options.union(.bottomRight) }

        let path = UIBezierPath(roundedRect:self.bounds,
                                byRoundingCorners:options,
                                cornerRadii: CGSize(width: cornerRadius, height: cornerRadius))

        let maskLayer = CAShapeLayer()

        maskLayer.path = path.cgPath
        self.layer.mask = maskLayer
    }
}

这是在模拟器中 运行 并且我为所有 4 个角应用角半径时的样子:

这是怎么回事? TopLeft 起作用,TopRight 稍微起作用,底角根本不起作用。我很困惑。

您应该在 layoutSubviews 的覆盖中更新掩码。当约束更新视图的 frame 时,调用 layoutSubviews,所以这是更新掩码的正确位置。


顺便说一句,我不鼓励使用 awakeFromNib 来配置视图。如果你使用故事板,它工作正常,但以编程方式创建的视图不会调用它。如果你确实想在创建视图时配置视图,最好将代码放在一些由 init(frame:)init(coder:) 调用的私有配置方法中。这样它适用于故事板和以编程方式创建的视图。

我可能还会建议观察者检查可检查的属性,以触发圆角的更新。如果更改这些属性,您希望圆角自动更新。


因此:

@IBDesignable
public class RoundedView: UIView {

    @IBInspectable public var topLeft: Bool = false      { didSet { setNeedsLayout() } }
    @IBInspectable public var topRight: Bool = false     { didSet { setNeedsLayout() } }
    @IBInspectable public var bottomLeft: Bool = false   { didSet { setNeedsLayout() } }
    @IBInspectable public var bottomRight: Bool = false  { didSet { setNeedsLayout() } }
    @IBInspectable public var cornerRadius: CGFloat = 0  { didSet { setNeedsLayout() } }

    public override func layoutSubviews() {
        super.layoutSubviews()

        var options = UIRectCorner()

        if topLeft     { options.formUnion(.topLeft) }
        if topRight    { options.formUnion(.topRight) }
        if bottomLeft  { options.formUnion(.bottomLeft) }
        if bottomRight { options.formUnion(.bottomRight) }

        let path = UIBezierPath(roundedRect: bounds,
                                byRoundingCorners: options,
                                cornerRadii: CGSize(width: cornerRadius, height: cornerRadius))

        let maskLayer = CAShapeLayer()

        maskLayer.path = path.cgPath
        layer.mask = maskLayer
    }
}

或者,如果目标是 iOS 11 及更高版本,我们可以让 CoreAnimation 进行舍入:

@IBDesignable
public class RoundedView: UIView {

    @IBInspectable public var topLeft: Bool = false      { didSet { updateCorners() } }
    @IBInspectable public var topRight: Bool = false     { didSet { updateCorners() } }
    @IBInspectable public var bottomLeft: Bool = false   { didSet { updateCorners() } }
    @IBInspectable public var bottomRight: Bool = false  { didSet { updateCorners() } }
    @IBInspectable public var cornerRadius: CGFloat = 0  { didSet { updateCorners() } }

    public override init(frame: CGRect = .zero) {
        super.init(frame: frame)
        updateCorners()
    }

    required init?(coder aDecoder: NSCoder) {
        super.init(coder: aDecoder)
        updateCorners()
    }
}

private extension RoundedView {
    func updateCorners() {
        var corners = CACornerMask()

        if topLeft     { corners.formUnion(.layerMinXMinYCorner) }
        if topRight    { corners.formUnion(.layerMaxXMinYCorner) }
        if bottomLeft  { corners.formUnion(.layerMinXMaxYCorner) }
        if bottomRight { corners.formUnion(.layerMaxXMaxYCorner) }

        layer.maskedCorners = corners
        layer.cornerRadius = cornerRadius
    }
}

后一种方法的好处是,如果我们碰巧为视图的 frame 设置动画,CoreAnimation 将遵守我们的圆角:

如果您使用上述 layoutSubviews 方法,则必须手动管理动画(例如使用 CADisplayLink)。