具有不同颜色的 CAShapeLayer
CAShapeLayer with different Colors
我有一个基于此 的 CAShapeLayer,它与 UISlider 一起设置动画。
它工作正常,但随着 shapeLayer 跟随它只有 1 个红色 CAGradientLayer 颜色。我想要的是根据滑块的某些点更改颜色的 shapeLayer。一个例子是 0.4 - 0.5 是红色,0.7-0.8 是红色,0.9-0.95 是红色。这些不是实际值,实际值会有所不同。我认为任何时候它不满足变红的条件它应该只是一种清晰的颜色,它只会显示它下面的黑色轨道。结果看起来像这样(不要管形状)
红色基于用户擦洗滑块和放手。确定红色的滑块的不同位置取决于任何条件。我该怎么做。
UISlider
lazy var slider: UISlider = {
let s = UISlider()
s.translatesAutoresizingMaskIntoConstraints = false
s.minimumTrackTintColor = .blue
s.maximumTrackTintColor = .white
s.minimumValue = 0
s.maximumValue = 1
s.addTarget(self, action: #selector(onSliderChange), for: .valueChanged)
return s
s.addTarget(self, action: #selector(onSliderEnded), for: [.touchUpInside, .touchUpOutside, .touchCancel])
return s
}()
lazy var progressView: GradientProgressView = {
let v = GradientProgressView()
v.translatesAutoresizingMaskIntoConstraints = false
return v
}()
@objc fileprivate func onSliderChange(_ slider: UISlider) {
let condition: Bool = // ...
let value = slider.value
progressView.setProgress(CGFloat(value), someCondition: condition, slider_X_Position: slider_X_PositionInView())
}
@objc fileprivate func onSliderEnded(_ slider: UISlider) {
let value = slider.value
progressView.resetProgress(CGFloat(value))
}
// ... progressView is the same width as the the slider
func slider_X_PositionInView() -> CGFloat {
let trackRect = slider.trackRect(forBounds: slider.bounds)
let thumbRect = slider.thumbRect(forBounds: slider.bounds,
trackRect: trackRect,
value: slider.value)
let convertedThumbRect = slider.convert(thumbRect, to: self.view)
return convertedThumbRect.midX
}
GradientProgressView:
public class GradientProgressView: UIView {
var shapeLayer: CAShapeLayer = {
// ...
}()
private var trackLayer: CAShapeLayer = {
let trackLayer = CAShapeLayer()
trackLayer.strokeColor = UIColor.black.cgColor
trackLayer.fillColor = UIColor.clear.cgColor
trackLayer.lineCap = .round
return trackLayer
}()
private var gradient: CAGradientLayer = {
let gradient = CAGradientLayer()
let redColor = UIColor.red.cgColor
gradient.colors = [redColor, redColor]
gradient.locations = [0.0, 1.0]
gradient.startPoint = CGPoint(x: 0, y: 0)
gradient.endPoint = CGPoint(x: 1, y: 0)
return gradient
}()
// ... add the above layers as subLayers to self ...
func updatePaths() { // added in layoutSubviews
let lineWidth = bounds.height / 2
trackLayer.lineWidth = lineWidth * 0.75
shapeLayer.lineWidth = lineWidth
let path = UIBezierPath()
path.move(to: CGPoint(x: bounds.minX + lineWidth / 2, y: bounds.midY))
path.addLine(to: CGPoint(x: bounds.maxX - lineWidth / 2, y: bounds.midY))
trackLayer.path = path.cgPath
shapeLayer.path = path.cgPath
gradient.frame = bounds
gradient.mask = shapeLayer
shapeLayer.duration = 1
shapeLayer.strokeStart = 0
shapeLayer.strokeEnd = 0
}
public func setProgress(_ progress: CGFloat, someCondition: Bool, slider_X_Position: CGFloat) {
// slider_X_Position might help with shapeLayer's x position for the colors ???
if someCondition {
// redColor until the user lets go
} else {
// otherwise always a clearColor
}
shapeLayer.strokeEnd = progress
}
}
public func resetProgress(_ progress: CGFloat) {
// change to clearColor after finger is lifted
}
}
得到这个:
我们可以在该形状层上使用 CAShapeLayer
作为红色“框”,使用 CALayer
作为 .mask
。
为了显示/覆盖框,我们将遮罩层的框架设置为边界宽度的百分比。
这是一个完整的例子:
class StepView: UIView {
public var progress: CGFloat = 0 {
didSet {
setNeedsLayout()
}
}
public var steps: [[CGFloat]] = [[0.0, 1.0]] {
didSet {
setNeedsLayout()
}
}
public var color: UIColor = .red {
didSet {
stepLayer.fillColor = color.cgColor
}
}
private let stepLayer = CAShapeLayer()
private let maskLayer = CALayer()
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
private func commonInit() {
backgroundColor = .black
layer.addSublayer(stepLayer)
stepLayer.fillColor = color.cgColor
stepLayer.mask = maskLayer
// mask layer can use any solid color
maskLayer.backgroundColor = UIColor.white.cgColor
}
override func layoutSubviews() {
super.layoutSubviews()
stepLayer.frame = bounds
let pth = UIBezierPath()
steps.forEach { pair in
// rectangle for each "percentage pair"
let w = bounds.width * (pair[1] - pair[0])
let b = UIBezierPath(rect: CGRect(x: bounds.width * pair[0], y: 0, width: w, height: bounds.height))
pth.append(b)
}
stepLayer.path = pth.cgPath
// update frame of mask layer
var r = bounds
r.size.width = bounds.width * progress
maskLayer.frame = r
}
}
class StepVC: UIViewController {
let stepView = StepView()
override func viewDidLoad() {
super.viewDidLoad()
stepView.translatesAutoresizingMaskIntoConstraints = false
let slider = UISlider()
slider.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(stepView)
view.addSubview(slider)
let g = view.safeAreaLayoutGuide
NSLayoutConstraint.activate([
stepView.topAnchor.constraint(equalTo: g.topAnchor, constant: 80.0),
stepView.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 20.0),
stepView.trailingAnchor.constraint(equalTo: g.trailingAnchor, constant: -20.0),
stepView.heightAnchor.constraint(equalToConstant: 40.0),
slider.topAnchor.constraint(equalTo: stepView.bottomAnchor, constant: 40.0),
slider.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 20.0),
slider.trailingAnchor.constraint(equalTo: g.trailingAnchor, constant: -20.0),
])
let steps: [[CGFloat]] = [
[0.1, 0.3],
[0.4, 0.5],
[0.7, 0.8],
[0.9, 0.95],
]
stepView.steps = steps
slider.addTarget(self, action: #selector(sliderChanged(_:)), for: .valueChanged)
}
@objc func sliderChanged(_ sender: UISlider) {
// disable CALayer "built-in" animations
CATransaction.setDisableActions(true)
stepView.progress = CGFloat(sender.value)
CATransaction.commit()
}
}
编辑
我仍然不清楚你的 0.4 - 0.8
要求,但也许这会帮助你上路:
请注意:这只是 示例代码!!!
struct RecordingStep {
var color: UIColor = .black
var start: Float = 0
var end: Float = 0
var layer: CALayer!
}
class StepView2: UIView {
public var progress: Float = 0 {
didSet {
// move the progress layer
progressLayer.position.x = bounds.width * CGFloat(progress)
// if we're recording
if isRecording {
let i = theSteps.count - 1
guard i > -1 else { return }
// update current "step" end
theSteps[i].end = progress
setNeedsLayout()
}
}
}
private var isRecording: Bool = false
private var theSteps: [RecordingStep] = []
private let progressLayer = CAShapeLayer()
public func startRecording(_ color: UIColor) {
// create a new "Recording Step"
var st = RecordingStep()
st.color = color
st.start = progress
st.end = progress
let l = CALayer()
l.backgroundColor = st.color.cgColor
layer.insertSublayer(l, below: progressLayer)
st.layer = l
theSteps.append(st)
isRecording = true
}
public func stopRecording() {
isRecording = false
}
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
private func commonInit() {
backgroundColor = .black
progressLayer.lineWidth = 3
progressLayer.strokeColor = UIColor.green.cgColor
progressLayer.fillColor = UIColor.clear.cgColor
layer.addSublayer(progressLayer)
}
override func layoutSubviews() {
super.layoutSubviews()
// only set the progessLayer frame if the bounds height has changed
if progressLayer.frame.height != bounds.height + 7.0 {
let r: CGRect = CGRect(origin: .zero, size: CGSize(width: 7.0, height: bounds.height + 7.0))
let pth = UIBezierPath(roundedRect: r, cornerRadius: 3.5)
progressLayer.frame = r
progressLayer.position = CGPoint(x: 0, y: bounds.midY)
progressLayer.path = pth.cgPath
}
theSteps.forEach { st in
let x = bounds.width * CGFloat(st.start)
let w = bounds.width * CGFloat(st.end - st.start)
let r = CGRect(x: x, y: 0.0, width: w, height: bounds.height)
st.layer.frame = r
}
}
}
class Step2VC: UIViewController {
let stepView = StepView2()
let actionButton: UIButton = {
let b = UIButton()
b.backgroundColor = .lightGray
b.setImage(UIImage(systemName: "play.fill"), for: [])
b.tintColor = .systemGreen
return b
}()
var timer: Timer!
let colors: [UIColor] = [
.red, .systemBlue, .yellow, .cyan, .magenta, .orange,
]
var colorIdx: Int = -1
var action: Int = 0
override func viewDidLoad() {
super.viewDidLoad()
stepView.translatesAutoresizingMaskIntoConstraints = false
actionButton.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(stepView)
view.addSubview(actionButton)
let g = view.safeAreaLayoutGuide
NSLayoutConstraint.activate([
stepView.topAnchor.constraint(equalTo: g.topAnchor, constant: 80.0),
stepView.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 20.0),
stepView.trailingAnchor.constraint(equalTo: g.trailingAnchor, constant: -20.0),
stepView.heightAnchor.constraint(equalToConstant: 40.0),
actionButton.topAnchor.constraint(equalTo: stepView.bottomAnchor, constant: 40.0),
actionButton.widthAnchor.constraint(equalToConstant: 80.0),
actionButton.centerXAnchor.constraint(equalTo: g.centerXAnchor),
])
actionButton.addTarget(self, action: #selector(btnTap(_:)), for: .touchUpInside)
}
@objc func timerFunc(_ timer: Timer) {
// don't set progress > 1.0
stepView.progress = min(stepView.progress + 0.005, 1.0)
if stepView.progress >= 1.0 {
timer.invalidate()
actionButton.isHidden = true
}
}
@objc func btnTap(_ sender: UIButton) {
switch action {
case 0:
// this will run for 15 seconds
timer = Timer.scheduledTimer(timeInterval: 0.075, target: self, selector: #selector(timerFunc(_:)), userInfo: nil, repeats: true)
stepView.stopRecording()
actionButton.setImage(UIImage(systemName: "record.circle"), for: [])
actionButton.tintColor = .red
action = 1
case 1:
colorIdx += 1
stepView.startRecording(colors[colorIdx % colors.count])
actionButton.setImage(UIImage(systemName: "stop.circle"), for: [])
actionButton.tintColor = .black
action = 2
case 2:
stepView.stopRecording()
actionButton.setImage(UIImage(systemName: "record.circle"), for: [])
actionButton.tintColor = .red
action = 1
default:
()
}
}
}
为了将来参考,在此处发帖时,最好充分解释您要做什么。显示您正在处理的代码很重要,但如果它真的只是 与您的实际目标相关,那么这个过程就会变得非常困难。
我有一个基于此
它工作正常,但随着 shapeLayer 跟随它只有 1 个红色 CAGradientLayer 颜色。我想要的是根据滑块的某些点更改颜色的 shapeLayer。一个例子是 0.4 - 0.5 是红色,0.7-0.8 是红色,0.9-0.95 是红色。这些不是实际值,实际值会有所不同。我认为任何时候它不满足变红的条件它应该只是一种清晰的颜色,它只会显示它下面的黑色轨道。结果看起来像这样(不要管形状)
红色基于用户擦洗滑块和放手。确定红色的滑块的不同位置取决于任何条件。我该怎么做。
UISlider
lazy var slider: UISlider = {
let s = UISlider()
s.translatesAutoresizingMaskIntoConstraints = false
s.minimumTrackTintColor = .blue
s.maximumTrackTintColor = .white
s.minimumValue = 0
s.maximumValue = 1
s.addTarget(self, action: #selector(onSliderChange), for: .valueChanged)
return s
s.addTarget(self, action: #selector(onSliderEnded), for: [.touchUpInside, .touchUpOutside, .touchCancel])
return s
}()
lazy var progressView: GradientProgressView = {
let v = GradientProgressView()
v.translatesAutoresizingMaskIntoConstraints = false
return v
}()
@objc fileprivate func onSliderChange(_ slider: UISlider) {
let condition: Bool = // ...
let value = slider.value
progressView.setProgress(CGFloat(value), someCondition: condition, slider_X_Position: slider_X_PositionInView())
}
@objc fileprivate func onSliderEnded(_ slider: UISlider) {
let value = slider.value
progressView.resetProgress(CGFloat(value))
}
// ... progressView is the same width as the the slider
func slider_X_PositionInView() -> CGFloat {
let trackRect = slider.trackRect(forBounds: slider.bounds)
let thumbRect = slider.thumbRect(forBounds: slider.bounds,
trackRect: trackRect,
value: slider.value)
let convertedThumbRect = slider.convert(thumbRect, to: self.view)
return convertedThumbRect.midX
}
GradientProgressView:
public class GradientProgressView: UIView {
var shapeLayer: CAShapeLayer = {
// ...
}()
private var trackLayer: CAShapeLayer = {
let trackLayer = CAShapeLayer()
trackLayer.strokeColor = UIColor.black.cgColor
trackLayer.fillColor = UIColor.clear.cgColor
trackLayer.lineCap = .round
return trackLayer
}()
private var gradient: CAGradientLayer = {
let gradient = CAGradientLayer()
let redColor = UIColor.red.cgColor
gradient.colors = [redColor, redColor]
gradient.locations = [0.0, 1.0]
gradient.startPoint = CGPoint(x: 0, y: 0)
gradient.endPoint = CGPoint(x: 1, y: 0)
return gradient
}()
// ... add the above layers as subLayers to self ...
func updatePaths() { // added in layoutSubviews
let lineWidth = bounds.height / 2
trackLayer.lineWidth = lineWidth * 0.75
shapeLayer.lineWidth = lineWidth
let path = UIBezierPath()
path.move(to: CGPoint(x: bounds.minX + lineWidth / 2, y: bounds.midY))
path.addLine(to: CGPoint(x: bounds.maxX - lineWidth / 2, y: bounds.midY))
trackLayer.path = path.cgPath
shapeLayer.path = path.cgPath
gradient.frame = bounds
gradient.mask = shapeLayer
shapeLayer.duration = 1
shapeLayer.strokeStart = 0
shapeLayer.strokeEnd = 0
}
public func setProgress(_ progress: CGFloat, someCondition: Bool, slider_X_Position: CGFloat) {
// slider_X_Position might help with shapeLayer's x position for the colors ???
if someCondition {
// redColor until the user lets go
} else {
// otherwise always a clearColor
}
shapeLayer.strokeEnd = progress
}
}
public func resetProgress(_ progress: CGFloat) {
// change to clearColor after finger is lifted
}
}
得到这个:
我们可以在该形状层上使用 CAShapeLayer
作为红色“框”,使用 CALayer
作为 .mask
。
为了显示/覆盖框,我们将遮罩层的框架设置为边界宽度的百分比。
这是一个完整的例子:
class StepView: UIView {
public var progress: CGFloat = 0 {
didSet {
setNeedsLayout()
}
}
public var steps: [[CGFloat]] = [[0.0, 1.0]] {
didSet {
setNeedsLayout()
}
}
public var color: UIColor = .red {
didSet {
stepLayer.fillColor = color.cgColor
}
}
private let stepLayer = CAShapeLayer()
private let maskLayer = CALayer()
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
private func commonInit() {
backgroundColor = .black
layer.addSublayer(stepLayer)
stepLayer.fillColor = color.cgColor
stepLayer.mask = maskLayer
// mask layer can use any solid color
maskLayer.backgroundColor = UIColor.white.cgColor
}
override func layoutSubviews() {
super.layoutSubviews()
stepLayer.frame = bounds
let pth = UIBezierPath()
steps.forEach { pair in
// rectangle for each "percentage pair"
let w = bounds.width * (pair[1] - pair[0])
let b = UIBezierPath(rect: CGRect(x: bounds.width * pair[0], y: 0, width: w, height: bounds.height))
pth.append(b)
}
stepLayer.path = pth.cgPath
// update frame of mask layer
var r = bounds
r.size.width = bounds.width * progress
maskLayer.frame = r
}
}
class StepVC: UIViewController {
let stepView = StepView()
override func viewDidLoad() {
super.viewDidLoad()
stepView.translatesAutoresizingMaskIntoConstraints = false
let slider = UISlider()
slider.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(stepView)
view.addSubview(slider)
let g = view.safeAreaLayoutGuide
NSLayoutConstraint.activate([
stepView.topAnchor.constraint(equalTo: g.topAnchor, constant: 80.0),
stepView.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 20.0),
stepView.trailingAnchor.constraint(equalTo: g.trailingAnchor, constant: -20.0),
stepView.heightAnchor.constraint(equalToConstant: 40.0),
slider.topAnchor.constraint(equalTo: stepView.bottomAnchor, constant: 40.0),
slider.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 20.0),
slider.trailingAnchor.constraint(equalTo: g.trailingAnchor, constant: -20.0),
])
let steps: [[CGFloat]] = [
[0.1, 0.3],
[0.4, 0.5],
[0.7, 0.8],
[0.9, 0.95],
]
stepView.steps = steps
slider.addTarget(self, action: #selector(sliderChanged(_:)), for: .valueChanged)
}
@objc func sliderChanged(_ sender: UISlider) {
// disable CALayer "built-in" animations
CATransaction.setDisableActions(true)
stepView.progress = CGFloat(sender.value)
CATransaction.commit()
}
}
编辑
我仍然不清楚你的 0.4 - 0.8
要求,但也许这会帮助你上路:
请注意:这只是 示例代码!!!
struct RecordingStep {
var color: UIColor = .black
var start: Float = 0
var end: Float = 0
var layer: CALayer!
}
class StepView2: UIView {
public var progress: Float = 0 {
didSet {
// move the progress layer
progressLayer.position.x = bounds.width * CGFloat(progress)
// if we're recording
if isRecording {
let i = theSteps.count - 1
guard i > -1 else { return }
// update current "step" end
theSteps[i].end = progress
setNeedsLayout()
}
}
}
private var isRecording: Bool = false
private var theSteps: [RecordingStep] = []
private let progressLayer = CAShapeLayer()
public func startRecording(_ color: UIColor) {
// create a new "Recording Step"
var st = RecordingStep()
st.color = color
st.start = progress
st.end = progress
let l = CALayer()
l.backgroundColor = st.color.cgColor
layer.insertSublayer(l, below: progressLayer)
st.layer = l
theSteps.append(st)
isRecording = true
}
public func stopRecording() {
isRecording = false
}
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
private func commonInit() {
backgroundColor = .black
progressLayer.lineWidth = 3
progressLayer.strokeColor = UIColor.green.cgColor
progressLayer.fillColor = UIColor.clear.cgColor
layer.addSublayer(progressLayer)
}
override func layoutSubviews() {
super.layoutSubviews()
// only set the progessLayer frame if the bounds height has changed
if progressLayer.frame.height != bounds.height + 7.0 {
let r: CGRect = CGRect(origin: .zero, size: CGSize(width: 7.0, height: bounds.height + 7.0))
let pth = UIBezierPath(roundedRect: r, cornerRadius: 3.5)
progressLayer.frame = r
progressLayer.position = CGPoint(x: 0, y: bounds.midY)
progressLayer.path = pth.cgPath
}
theSteps.forEach { st in
let x = bounds.width * CGFloat(st.start)
let w = bounds.width * CGFloat(st.end - st.start)
let r = CGRect(x: x, y: 0.0, width: w, height: bounds.height)
st.layer.frame = r
}
}
}
class Step2VC: UIViewController {
let stepView = StepView2()
let actionButton: UIButton = {
let b = UIButton()
b.backgroundColor = .lightGray
b.setImage(UIImage(systemName: "play.fill"), for: [])
b.tintColor = .systemGreen
return b
}()
var timer: Timer!
let colors: [UIColor] = [
.red, .systemBlue, .yellow, .cyan, .magenta, .orange,
]
var colorIdx: Int = -1
var action: Int = 0
override func viewDidLoad() {
super.viewDidLoad()
stepView.translatesAutoresizingMaskIntoConstraints = false
actionButton.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(stepView)
view.addSubview(actionButton)
let g = view.safeAreaLayoutGuide
NSLayoutConstraint.activate([
stepView.topAnchor.constraint(equalTo: g.topAnchor, constant: 80.0),
stepView.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 20.0),
stepView.trailingAnchor.constraint(equalTo: g.trailingAnchor, constant: -20.0),
stepView.heightAnchor.constraint(equalToConstant: 40.0),
actionButton.topAnchor.constraint(equalTo: stepView.bottomAnchor, constant: 40.0),
actionButton.widthAnchor.constraint(equalToConstant: 80.0),
actionButton.centerXAnchor.constraint(equalTo: g.centerXAnchor),
])
actionButton.addTarget(self, action: #selector(btnTap(_:)), for: .touchUpInside)
}
@objc func timerFunc(_ timer: Timer) {
// don't set progress > 1.0
stepView.progress = min(stepView.progress + 0.005, 1.0)
if stepView.progress >= 1.0 {
timer.invalidate()
actionButton.isHidden = true
}
}
@objc func btnTap(_ sender: UIButton) {
switch action {
case 0:
// this will run for 15 seconds
timer = Timer.scheduledTimer(timeInterval: 0.075, target: self, selector: #selector(timerFunc(_:)), userInfo: nil, repeats: true)
stepView.stopRecording()
actionButton.setImage(UIImage(systemName: "record.circle"), for: [])
actionButton.tintColor = .red
action = 1
case 1:
colorIdx += 1
stepView.startRecording(colors[colorIdx % colors.count])
actionButton.setImage(UIImage(systemName: "stop.circle"), for: [])
actionButton.tintColor = .black
action = 2
case 2:
stepView.stopRecording()
actionButton.setImage(UIImage(systemName: "record.circle"), for: [])
actionButton.tintColor = .red
action = 1
default:
()
}
}
}
为了将来参考,在此处发帖时,最好充分解释您要做什么。显示您正在处理的代码很重要,但如果它真的只是 与您的实际目标相关,那么这个过程就会变得非常困难。