iOS: 将 CAShapeLayer 在受约束的子视图中居中

iOS: centering CAShapeLayer inside a constrained subview

我正在尝试在 Circle 的中心渲染一个形状,Circle 是 UIView 的自定义子类(第一个片段)。然后我将 Circle 添加为我的 VC 中的子视图并添加约束(第二个片段)。

当高度和宽度受到限制时,渲染形状的中心(不希望地)位于圆形视图的左上角(如下图)。当仅约束 Circle 视图的 X 和 Y 时,形状如预期的那样位于中心。

为什么会发生这种情况?我该怎么做才能随心所欲地约束 Circle 但形状仍呈现在 Circle 的中心?谢谢

圈子:

class Circle: UIView {

func render(){
    let shapeLayer = CAShapeLayer()
    let center = self.center
    let endAngle = 2 * CGFloat.pi
    let circularPath = UIBezierPath(arcCenter: center, radius: 100, startAngle: 0, endAngle: endAngle, clockwise: true)

    shapeLayer.path = circularPath.cgPath
    self.layer.addSublayer(shapeLayer)
  }
}

VC:

class VC: UIViewController {
let circle = Circle()

override func viewDidLoad() {
    super.viewDidLoad()        
    configure()
    circle.render()
}

func configure(){
    view.backgroundColor = .white
    view.addSubview(progressCircle)
    progressCircle.translatesAutoresizingMaskIntoConstraints = false
    NSLayoutConstraint.activate([
        progressCircle.centerYAnchor.constraint(equalTo: view.centerYAnchor),
        progressCircle.centerXAnchor.constraint(equalTo: view.centerXAnchor),
        progressCircle.heightAnchor.constraint(equalToConstant: 200),
        progressCircle.widthAnchor.constraint(equalToConstant: 200)
    ])
  }
}

结果:

这是固定视图(使用 Xcode 11.4 / Playground 测试)

class Circle: UIView {
    let shapeLayer = CAShapeLayer()

override func layoutSubviews() {
    super.layoutSubviews()
    shapeLayer.position = CGPoint(x: self.bounds.midX, y: self.bounds.midY)
}

func render(){
    let center = self.center
    let endAngle = 2 * CGFloat.pi
    let circularPath = UIBezierPath(arcCenter: center, radius: 100, startAngle: 0, endAngle: endAngle, clockwise: true)

    shapeLayer.path = circularPath.cgPath
    self.layer.addSublayer(shapeLayer)
  }
}

最终得到以下解决方案(这次形状不同,但原理适用)。按预期工作,现在可以根据需要在 VC 中约束和移动视图。

class Circle: UIView {

private var layer: CAShapeLayer!
override func draw(_ rect: CGRect) {

    let width =  rect.width
    let height = rect.height        
    let lineWidth = 0.1 * min(width, height)
    let center = CGPoint(x: width / 2, y: height / 2)
    let radius = (min(width, height) - lineWidth) / 2
    let startAngle = -CGFloat.pi / 2
    let endAngle = startAngle + 2 * CGFloat.pi
    let circularPath = UIBezierPath(arcCenter: center, radius: radius, startAngle: startAngle, endAngle: endAngle, clockwise: true)

    layer = CAShapeLayer()
    layer.path = circularPath.cgPath
    layer.strokeColor = UIColor.lightGray.cgColor
    layer.lineWidth = lineWidth
    layer.fillColor = UIColor.clear.cgColor
    layer.lineCap = .round

    layer.addSublayer(backbroundLayer)

  }
}