UIView如何绘制相机选择器
UIView how to draw camera selector
我正在寻找在视图周围绘制此类框架的方法。
是否可以使用 iOS 原生绘图?
使用本机渲染可以很容易地绘制它。一种方法是创建一个新视图并覆盖 draw rect
方法。您可以执行以下操作:
class ViewWithFrame: UIView {
var color: UIColor = UIColor.black { didSet { setNeedsDisplay() } }
var lineThickness: CGFloat = 5 { didSet { setNeedsDisplay() } }
var lineLength: CGFloat = 30.0 { didSet { setNeedsDisplay() } }
override var frame: CGRect { didSet { setNeedsDisplay() } }
override func layoutSubviews() {
super.layoutSubviews()
setNeedsDisplay()
}
override func draw(_ rect: CGRect) {
super.draw(rect)
var paths: [UIBezierPath] = [UIBezierPath]()
// Top left
paths.append({
let path = UIBezierPath()
path.move(to: .zero)
path.addLine(to: CGPoint(x: lineLength, y: 0.0))
path.addQuadCurve(to: CGPoint(x: lineLength-lineThickness, y: lineThickness), controlPoint: CGPoint(x: lineLength, y: lineThickness))
path.addLine(to: CGPoint(x: lineThickness, y: lineThickness))
path.addLine(to: CGPoint(x: lineThickness, y: lineLength-lineThickness))
path.addQuadCurve(to: CGPoint(x: 0.0, y: lineLength), controlPoint: CGPoint(x: lineThickness, y: lineLength))
path.close()
return path
}())
// Top right
paths.append({
let path = UIBezierPath()
path.move(to: CGPoint(x: frame.width, y: 0.0))
path.addLine(to: CGPoint(x: frame.width-lineLength, y: 0.0))
path.addQuadCurve(to: CGPoint(x: frame.width-(lineLength-lineThickness), y: lineThickness), controlPoint: CGPoint(x: frame.width-lineLength, y: lineThickness))
path.addLine(to: CGPoint(x: frame.width-lineThickness, y: lineThickness))
path.addLine(to: CGPoint(x: frame.width-lineThickness, y: lineLength-lineThickness))
path.addQuadCurve(to: CGPoint(x: frame.width, y: lineLength), controlPoint: CGPoint(x: frame.width-lineThickness, y: lineLength))
path.close()
return path
}())
// TODO: add 2 bottom paths
color.setFill()
paths.forEach { [=10=].fill() }
}
}
底部部分仍然需要绘制,但我希望你知道如何绘制。
记下对 setNeedsDisplay
的所有调用。这就是将在下一个 运行 循环中触发 draw rect
方法的方法,它应该针对可能影响绘图的每个视图更改执行此操作,其中还包括视图大小。
我正在寻找在视图周围绘制此类框架的方法。
是否可以使用 iOS 原生绘图?
使用本机渲染可以很容易地绘制它。一种方法是创建一个新视图并覆盖 draw rect
方法。您可以执行以下操作:
class ViewWithFrame: UIView {
var color: UIColor = UIColor.black { didSet { setNeedsDisplay() } }
var lineThickness: CGFloat = 5 { didSet { setNeedsDisplay() } }
var lineLength: CGFloat = 30.0 { didSet { setNeedsDisplay() } }
override var frame: CGRect { didSet { setNeedsDisplay() } }
override func layoutSubviews() {
super.layoutSubviews()
setNeedsDisplay()
}
override func draw(_ rect: CGRect) {
super.draw(rect)
var paths: [UIBezierPath] = [UIBezierPath]()
// Top left
paths.append({
let path = UIBezierPath()
path.move(to: .zero)
path.addLine(to: CGPoint(x: lineLength, y: 0.0))
path.addQuadCurve(to: CGPoint(x: lineLength-lineThickness, y: lineThickness), controlPoint: CGPoint(x: lineLength, y: lineThickness))
path.addLine(to: CGPoint(x: lineThickness, y: lineThickness))
path.addLine(to: CGPoint(x: lineThickness, y: lineLength-lineThickness))
path.addQuadCurve(to: CGPoint(x: 0.0, y: lineLength), controlPoint: CGPoint(x: lineThickness, y: lineLength))
path.close()
return path
}())
// Top right
paths.append({
let path = UIBezierPath()
path.move(to: CGPoint(x: frame.width, y: 0.0))
path.addLine(to: CGPoint(x: frame.width-lineLength, y: 0.0))
path.addQuadCurve(to: CGPoint(x: frame.width-(lineLength-lineThickness), y: lineThickness), controlPoint: CGPoint(x: frame.width-lineLength, y: lineThickness))
path.addLine(to: CGPoint(x: frame.width-lineThickness, y: lineThickness))
path.addLine(to: CGPoint(x: frame.width-lineThickness, y: lineLength-lineThickness))
path.addQuadCurve(to: CGPoint(x: frame.width, y: lineLength), controlPoint: CGPoint(x: frame.width-lineThickness, y: lineLength))
path.close()
return path
}())
// TODO: add 2 bottom paths
color.setFill()
paths.forEach { [=10=].fill() }
}
}
底部部分仍然需要绘制,但我希望你知道如何绘制。
记下对 setNeedsDisplay
的所有调用。这就是将在下一个 运行 循环中触发 draw rect
方法的方法,它应该针对可能影响绘图的每个视图更改执行此操作,其中还包括视图大小。