[英]How to add shadow to SwiftUI arc?
我有以下弧線:
struct Arc : Shape
{
@Binding var endAngle: Double
var center: CGPoint
var radius: CGFloat
func path(in rect: CGRect) -> Path
{
var path = Path()
path.addArc(center: center, radius: radius, startAngle: .degrees(270), endAngle: .degrees(endAngle), clockwise: false)
return path.strokedPath(.init(lineWidth: 50, lineCap: .round))
}
}
如何添加陰影,類似於 Apple Watch 上的活動弧線,以便在整個圓圈處 endAngle 仍然可辨別?
編輯:在 360+ 度(如此完整的圓)處還有一個額外的問題,即兩個弧端合並並顯示為徑向線(我看到這一點是因為我應用了AngularGradient
)。 當然Arc
不會像 Apple Watch arcs 那樣做高級的事情,比如在startAngle
position 之上繼續。 但這正是我想要的。 有誰知道如何在 SwiftUI 中做到這一點?
import SwiftUI
struct Arc : Shape
{
@Binding var startAngle: Double
@Binding var endAngle: Double
var center: CGPoint
var radius: CGFloat
var color: Color
func path(in rect: CGRect) -> Path
{
var path = Path()
let cgPath = CGMutablePath()
cgPath.addArc(center: CGPoint(x: rect.midX, y: rect.midY), radius: radius, startAngle: CGFloat(startAngle), endAngle: CGFloat(endAngle), clockwise: true)
// path.addArc(center: center, radius: radius, startAngle: .degrees(270), endAngle: .degrees(endAngle), clockwise: false)
path = Path(cgPath)
return path.strokedPath(.init(lineWidth: 50, lineCap: .round))
}
}
struct ContentView: View {
var body: some View {
ZStack() {
// Arc(endAngle: .constant(269), center: CGPoint(x: 200, y: 200), radius: 150, color: .red).foregroundColor(.red).opacity(0.2)
Arc(startAngle: .constant(80 + 271), endAngle: .constant(80 + 271 + 340), center: CGPoint(x: 205, y: 205), radius: 150, color: .red).foregroundColor(.red)//.shadow(color: .black, radius: 5, x: -30, y: -170)
Arc(startAngle: .constant(90), endAngle: .constant(80 + 270), center: CGPoint(x: 200, y: 200), radius: 150, color: .red).foregroundColor(.red).shadow(color: .black, radius: 5, x: -114, y: -230)
}.background(Color.black)
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
你的意思是這樣的嗎?
struct Arc : Shape
{
@Binding var endAngle: Double
var center: CGPoint
var radius: CGFloat
var color: Color
func path(in rect: CGRect) -> Path
{
var path = Path()
path.addArc(center: center, radius: radius, startAngle: .degrees(270), endAngle: .degrees(endAngle), clockwise: false)
return path.strokedPath(.init(lineWidth: 50, lineCap: .round))
}
}
struct ContentView: View {
var body: some View {
ZStack() {
Arc(endAngle: .constant(269), center: CGPoint(x: 200, y: 200), radius: 150, color: .red).foregroundColor(.red).opacity(0.2)
Arc(endAngle: .constant(90), center: CGPoint(x: 200, y: 200), radius: 150, color: .red).foregroundColor(.red)
}
}
}
嗨,您可以通過在項目文件中編寫擴展來修復和處理所有這些功能
import UIKit
extension UIView {
func roundCorners(corners: UIRectCorner, radius: CGFloat) {
let path = UIBezierPath(roundedRect: self.bounds, byRoundingCorners: corners, cornerRadii: CGSize(width: radius, height: radius))
let mask = CAShapeLayer()
mask.path = path.cgPath
self.layer.mask = mask
}
// MARK: Shadow extension UIView {
func dropShadow(scale: Bool = true) {
layer.masksToBounds = false
layer.shadowColor = UIColor.blue.cgColor
layer.shadowOpacity = 1.0
layer.shadowOffset = CGSize(width: -1.5, height: 3)
layer.shadowRadius = 3
layer.shadowPath = UIBezierPath(rect: bounds).cgPath
layer.shouldRasterize = true
layer.rasterizationScale = scale ? UIScreen.main.scale : 1
}
func dropShadow(color: UIColor, opacity: Float = 0.5, offSet: CGSize, radius: CGFloat = 1, scale: Bool = true) {
layer.masksToBounds = false
layer.shadowColor = color.cgColor
layer.shadowOpacity = opacity
layer.shadowOffset = offSet
layer.shadowRadius = radius
layer.shadowPath = UIBezierPath(rect: self.bounds).cgPath
layer.shouldRasterize = true
layer.rasterizationScale = scale ? UIScreen.main.scale : 1
}
func setAnchorPoint(_ point: CGPoint) {
var newPoint = CGPoint(x: bounds.size.width * point.x, y: bounds.size.height * point.y)
var oldPoint = CGPoint(x: bounds.size.width * layer.anchorPoint.x, y: bounds.size.height * layer.anchorPoint.y)
newPoint = newPoint.applying(transform)
oldPoint = oldPoint.applying(transform)
var position = layer.position
position.x -= oldPoint.x
position.x += newPoint.x
position.y -= oldPoint.y
position.y += newPoint.y
layer.position = position
layer.anchorPoint = point
}
class func fromNib<T: UIView>() -> T {
guard let view = Bundle.main.loadNibNamed(String(describing: T.self), owner: nil, options: nil)?.first as? T else { fatalError() }
return view
}
現在在 storyboard 中,您可以處理陰影或不想處理陰影,而且太多了,您可以使用唯一需要的部分。
聲明:本站的技術帖子網頁,遵循CC BY-SA 4.0協議,如果您需要轉載,請注明本站網址或者原文地址。任何問題請咨詢:yoyou2525@163.com.