[英]Add gradient to UIBezierPath line
我正在使用UIBezierPath
和CAShapeLayer
画一条线。 我需要将渐变添加到线条作为顶部颜色为白色和底部颜色为红色。 我遵循了StackOverlow 的几个解决方案,没有运气。 下面是我的代码。
private func drawLine(start: CGPoint, toPoint end: CGPoint) {
//design the path
let path = UIBezierPath()
path.move(to: start)
path.addLine(to: end)
//design path in layer
let shapeLayer = CAShapeLayer()
shapeLayer.path = path.cgPath
shapeLayer.strokeColor = UIColor.red.cgColor
shapeLayer.lineWidth = 2.0
self.layer.addSublayer(shapeLayer)
let gradient = CAGradientLayer()
gradient.frame = path.bounds
gradient.colors = [UIColor.white.cgColor, UIColor.red.cgColor]
let shapeMask = CAShapeLayer()
shapeMask.path = path.cgPath
gradient.mask = shapeMask
self.layer.addSublayer(gradient)
}
引用StackOverflow 的另一个尝试是
private func drawLine(start: CGPoint, toPoint end: CGPoint) {
//design the path
let path = UIBezierPath()
path.move(to: start)
path.addLine(to: end)
//design path in layer
let shapeLayer = CAShapeLayer()
shapeLayer.path = path.cgPath
shapeLayer.strokeColor = UIColor.red.cgColor
shapeLayer.lineWidth = 2.0
self.layer.addSublayer(shapeLayer)
addGradientLayer(to: shapeLayer, path: path)
}
private func addGradientLayer(to layer: CALayer, path: UIBezierPath) {
let gradientMask = CAShapeLayer()
gradientMask.contentsScale = UIScreen.main.scale
gradientMask.strokeColor = UIColor.white.cgColor
gradientMask.path = path.cgPath
let gradientLayer = CAGradientLayer()
gradientLayer.mask = gradientMask
gradientLayer.frame = layer.frame
gradientLayer.contentsScale = UIScreen.main.scale
gradientLayer.colors = [UIColor.white.cgColor, UIColor.red.cgColor]
layer.addSublayer(gradientLayer)
}
两者都只是画了红线(笔画)。
您的问题的简短答案很可能是您需要调用cgPath.copy(strokingWithWidth: 3.0, lineCap: .butt, lineJoin: .bevel, miterLimit: 1.0)
将掩码上的cgPath.copy(strokingWithWidth: 3.0, lineCap: .butt, lineJoin: .bevel, miterLimit: 1.0)
路径转换为填充路径。
但是要一步一步地分解...
首先,您正在绘制一个渐变,它被一条线遮蔽。 不绘制应用渐变的线条。 所以只需要添加一层,它需要是一个渐变层。 所以第一步应该绘制一个带有渐变的矩形:
func drawLine(start: CGPoint, toPoint end: CGPoint) {
let path = UIBezierPath()
path.move(to: start)
path.addLine(to: end)
let gradientLayer = CAGradientLayer()
gradientLayer.frame = path.bounds
gradientLayer.colors = [UIColor.white.cgColor, UIColor.red.cgColor]
self.layer.addSublayer(gradientLayer)
}
现在渐变是可见的,让我们对其应用一些蒙版。 一个圆圈应该是一个简单的任务:
func drawLine(start: CGPoint, toPoint end: CGPoint) {
let path = UIBezierPath()
path.move(to: start)
path.addLine(to: end)
let gradientLayer = CAGradientLayer()
gradientLayer.frame = path.bounds
gradientLayer.colors = [UIColor.white.cgColor, UIColor.red.cgColor]
gradientLayer.mask = {
let layer = CAShapeLayer()
layer.path = UIBezierPath(ovalIn: path.bounds).cgPath
return layer
}()
self.layer.addSublayer(gradientLayer)
}
如果您这样做并且您使用了路径的一些非零起始坐标,那么您将看到圆圈被切断。 被遮罩的路径必须在渐变层坐标中,因此需要将path.bounds
更正为
gradientLayer.mask = {
let layer = CAShapeLayer()
layer.path = UIBezierPath(ovalIn: CGRect(x: 0.0, y: 0.0, width: path.bounds.width, height: path.bounds.height)).cgPath
return layer
}()
现在坐标没问题,让我们把它转换成一条线。 它变得有点复杂,因为我们需要减去原始路径的原点:
func drawLine(start: CGPoint, toPoint end: CGPoint) {
let path = UIBezierPath()
path.move(to: start)
path.addLine(to: end)
let gradientLayer = CAGradientLayer()
gradientLayer.frame = path.bounds
gradientLayer.colors = [UIColor.white.cgColor, UIColor.red.cgColor]
gradientLayer.mask = {
let layer = CAShapeLayer()
let lineStart = CGPoint(x: start.x - path.bounds.minX,
y: start.y - path.bounds.minY)
let lineEnd = CGPoint(x: end.x - path.bounds.minX,
y: end.y - path.bounds.minY)
let path = UIBezierPath()
path.move(to: lineStart)
path.addLine(to: lineEnd)
layer.path = path.cgPath
return layer
}()
self.layer.addSublayer(gradientLayer)
}
还有其他方法可以移动路径。 也可以使用变换。 因此,如果这种方法对您来说不够好,请选择您想要的任何一种。
然而,这现在什么都没有。 原因是在使用mask
时总是使用fill
方法。 填充一条线没有任何作用,因为它没有面积。 例如,您可以使用多条线来绘制自定义形状。 在您的情况下,您可以使用 4 条线来表示一个矩形,这是您希望绘制的线。
然而,绘制线条是一件痛苦的事情,幸好有一个设计不太直观的 API,可以将您的描边路径转换为填充路径。 因此,在您的情况下,它将一条线转换为一个具有定义宽度的矩形(以及仅在更复杂的笔划时才需要的其他属性)。 您可以使用
public func copy(strokingWithWidth lineWidth: CGFloat, lineCap: CGLineCap, lineJoin: CGLineJoin, miterLimit: CGFloat, transform: CGAffineTransform = .identity) -> CGPath
该代码没有记录,但您可以在在线文档中找到
讨论 创建新路径以便填充新路径绘制与使用指定线型描边原始路径相同的像素。
现在最终结果应该是这样的:
func drawLine(start: CGPoint, toPoint end: CGPoint) {
let path = UIBezierPath()
path.move(to: start)
path.addLine(to: end)
let gradientLayer = CAGradientLayer()
gradientLayer.frame = path.bounds
gradientLayer.colors = [UIColor.white.cgColor, UIColor.red.cgColor]
gradientLayer.mask = {
let layer = CAShapeLayer()
let lineStart = CGPoint(x: start.x - path.bounds.minX,
y: start.y - path.bounds.minY)
let lineEnd = CGPoint(x: end.x - path.bounds.minX,
y: end.y - path.bounds.minY)
let path = UIBezierPath()
path.move(to: lineStart)
path.addLine(to: lineEnd)
layer.path = path.cgPath.copy(strokingWithWidth: 3.0, lineCap: .butt, lineJoin: .bevel, miterLimit: 1.0)
return layer
}()
self.layer.addSublayer(gradientLayer)
}
我将线宽硬编码为3.0
但您可能最好将其添加为方法参数或视图属性。
要尝试不同的设置并快速查看此答案的结果,您可以创建一个新项目并将您的视图控制器代码替换为以下内容:
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
view.addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector(onTap)))
view.addSubview({
let label = UILabel(frame: CGRect(x: 20.0, y: 70.0, width: 300.0, height: 20.0))
label.text = "Tap to toggle through drawing types"
return label
}())
}
private var instance: Int = 0
private var currentView: UIView?
@objc private func onTap() {
currentView?.removeFromSuperview()
let view = MyView(frame: CGRect(x: 30.0, y: 100.0, width: 100.0, height: 200.0))
currentView = view
view.backgroundColor = .lightGray
self.view.addSubview(view)
view.drawLine(type: instance, start: CGPoint(x: 90.0, y: 10.0), toPoint: .init(x: 10.0, y: 150.0))
instance += 1
}
}
private extension ViewController {
class MyView: UIView {
func drawLine(type: Int, start: CGPoint, toPoint end: CGPoint) {
let methods = [drawLine1, drawLine2, drawLine3, drawLine4, drawLine5]
methods[type%methods.count](start, end)
}
private func drawLine1(start: CGPoint, toPoint end: CGPoint) {
let path = UIBezierPath()
path.move(to: start)
path.addLine(to: end)
let gradientLayer = CAGradientLayer()
gradientLayer.frame = path.bounds
gradientLayer.colors = [UIColor.white.cgColor, UIColor.red.cgColor]
self.layer.addSublayer(gradientLayer)
}
private func drawLine2(start: CGPoint, toPoint end: CGPoint) {
let path = UIBezierPath()
path.move(to: start)
path.addLine(to: end)
let gradientLayer = CAGradientLayer()
gradientLayer.frame = path.bounds
gradientLayer.colors = [UIColor.white.cgColor, UIColor.red.cgColor]
gradientLayer.mask = {
let layer = CAShapeLayer()
layer.path = UIBezierPath(ovalIn: path.bounds).cgPath
return layer
}()
self.layer.addSublayer(gradientLayer)
}
private func drawLine3(start: CGPoint, toPoint end: CGPoint) {
let path = UIBezierPath()
path.move(to: start)
path.addLine(to: end)
let gradientLayer = CAGradientLayer()
gradientLayer.frame = path.bounds
gradientLayer.colors = [UIColor.white.cgColor, UIColor.red.cgColor]
gradientLayer.mask = {
let layer = CAShapeLayer()
layer.path = UIBezierPath(ovalIn: CGRect(x: 0.0, y: 0.0, width: path.bounds.width, height: path.bounds.height)).cgPath
return layer
}()
self.layer.addSublayer(gradientLayer)
}
private func drawLine4(start: CGPoint, toPoint end: CGPoint) {
let path = UIBezierPath()
path.move(to: start)
path.addLine(to: end)
let gradientLayer = CAGradientLayer()
gradientLayer.frame = path.bounds
gradientLayer.colors = [UIColor.white.cgColor, UIColor.red.cgColor]
gradientLayer.mask = {
let layer = CAShapeLayer()
let lineStart = CGPoint(x: start.x - path.bounds.minX,
y: start.y - path.bounds.minY)
let lineEnd = CGPoint(x: end.x - path.bounds.minX,
y: end.y - path.bounds.minY)
let path = UIBezierPath()
path.move(to: lineStart)
path.addLine(to: lineEnd)
layer.path = path.cgPath
return layer
}()
self.layer.addSublayer(gradientLayer)
}
private func drawLine5(start: CGPoint, toPoint end: CGPoint) {
let path = UIBezierPath()
path.move(to: start)
path.addLine(to: end)
let gradientLayer = CAGradientLayer()
gradientLayer.frame = path.bounds
gradientLayer.colors = [UIColor.white.cgColor, UIColor.red.cgColor]
gradientLayer.mask = {
let layer = CAShapeLayer()
let lineStart = CGPoint(x: start.x - path.bounds.minX,
y: start.y - path.bounds.minY)
let lineEnd = CGPoint(x: end.x - path.bounds.minX,
y: end.y - path.bounds.minY)
let path = UIBezierPath()
path.move(to: lineStart)
path.addLine(to: lineEnd)
layer.path = path.cgPath.copy(strokingWithWidth: 3.0, lineCap: .butt, lineJoin: .bevel, miterLimit: 1.0)
return layer
}()
self.layer.addSublayer(gradientLayer)
}
}
}
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