[英]UIView how to draw camera selector
使用本機渲染可以很容易地進行繪制。 一種方法是創建一個新視圖並覆蓋draw rect
方法。 您可以執行以下操作:
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 { $0.fill() }
}
}
底部仍需要繪制,但我希望您能想到。
注意對setNeedsDisplay
所有調用。 這就是將在下一個運行循環中觸發draw rect
方法的原因,它應針對可能影響繪圖的視圖的每次更改(包括視圖大小)執行此操作。
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