[英]Inner shadow effect on UIView layer?
我有以下 CALayer:
CAGradientLayer *gradient = [CAGradientLayer layer];
gradient.frame = CGRectMake(8, 57, 296, 30);
gradient.cornerRadius = 3.0f;
gradient.colors = [NSArray arrayWithObjects:(id)[RGB(130, 0, 140) CGColor], (id)[RGB(108, 0, 120) CGColor], nil];
[self.layer insertSublayer:gradient atIndex:0];
我想為其添加內部陰影效果,但我不太確定如何執行此操作。 我想我需要在 drawRect 中繪制,但是這會在其他 UIView 對象的頂部添加圖層,因為它應該是一些按鈕后面的一個欄,所以我不知道該怎么做?
我可以添加另一層,但同樣,不確定如何實現內部陰影效果(如下所示:
幫助贊賞...
對於想知道如何按照 Costique 的建議使用 Core Graphics 繪制內部陰影的其他人,方法如下:(在 iOS 上根據需要進行調整)
在您的 drawRect: 方法中...
CGRect bounds = [self bounds];
CGContextRef context = UIGraphicsGetCurrentContext();
CGFloat radius = 0.5f * CGRectGetHeight(bounds);
// Create the "visible" path, which will be the shape that gets the inner shadow
// In this case it's just a rounded rect, but could be as complex as your want
CGMutablePathRef visiblePath = CGPathCreateMutable();
CGRect innerRect = CGRectInset(bounds, radius, radius);
CGPathMoveToPoint(visiblePath, NULL, innerRect.origin.x, bounds.origin.y);
CGPathAddLineToPoint(visiblePath, NULL, innerRect.origin.x + innerRect.size.width, bounds.origin.y);
CGPathAddArcToPoint(visiblePath, NULL, bounds.origin.x + bounds.size.width, bounds.origin.y, bounds.origin.x + bounds.size.width, innerRect.origin.y, radius);
CGPathAddLineToPoint(visiblePath, NULL, bounds.origin.x + bounds.size.width, innerRect.origin.y + innerRect.size.height);
CGPathAddArcToPoint(visiblePath, NULL, bounds.origin.x + bounds.size.width, bounds.origin.y + bounds.size.height, innerRect.origin.x + innerRect.size.width, bounds.origin.y + bounds.size.height, radius);
CGPathAddLineToPoint(visiblePath, NULL, innerRect.origin.x, bounds.origin.y + bounds.size.height);
CGPathAddArcToPoint(visiblePath, NULL, bounds.origin.x, bounds.origin.y + bounds.size.height, bounds.origin.x, innerRect.origin.y + innerRect.size.height, radius);
CGPathAddLineToPoint(visiblePath, NULL, bounds.origin.x, innerRect.origin.y);
CGPathAddArcToPoint(visiblePath, NULL, bounds.origin.x, bounds.origin.y, innerRect.origin.x, bounds.origin.y, radius);
CGPathCloseSubpath(visiblePath);
// Fill this path
UIColor *aColor = [UIColor redColor];
[aColor setFill];
CGContextAddPath(context, visiblePath);
CGContextFillPath(context);
// Now create a larger rectangle, which we're going to subtract the visible path from
// and apply a shadow
CGMutablePathRef path = CGPathCreateMutable();
//(when drawing the shadow for a path whichs bounding box is not known pass "CGPathGetPathBoundingBox(visiblePath)" instead of "bounds" in the following line:)
//-42 cuould just be any offset > 0
CGPathAddRect(path, NULL, CGRectInset(bounds, -42, -42));
// Add the visible path (so that it gets subtracted for the shadow)
CGPathAddPath(path, NULL, visiblePath);
CGPathCloseSubpath(path);
// Add the visible paths as the clipping path to the context
CGContextAddPath(context, visiblePath);
CGContextClip(context);
// Now setup the shadow properties on the context
aColor = [UIColor colorWithRed:0.0f green:0.0f blue:0.0f alpha:0.5f];
CGContextSaveGState(context);
CGContextSetShadowWithColor(context, CGSizeMake(0.0f, 1.0f), 3.0f, [aColor CGColor]);
// Now fill the rectangle, so the shadow gets drawn
[aColor setFill];
CGContextSaveGState(context);
CGContextAddPath(context, path);
CGContextEOFillPath(context);
// Release the paths
CGPathRelease(path);
CGPathRelease(visiblePath);
所以,基本上有以下步驟:
我知道我參加這個聚會遲到了,但這會幫助我在旅行中盡早找到......
為了在信用到期的地方給予信用,這本質上是對 Daniel Thorpe 對 Costique 解決方案的詳細闡述的修改,該解決方案是從更大的區域中減去一個較小的區域。 此版本適用於使用圖層組合而不是覆蓋-drawRect:
CAShapeLayer
類可用於實現相同的效果:
CAShapeLayer *shadowLayer = [CAShapeLayer layer];
[shadowLayer setFrame:[self bounds]];
// Standard shadow stuff
[shadowLayer setShadowColor:[[UIColor colorWithWhite:0 alpha:1] CGColor]];
[shadowLayer setShadowOffset:CGSizeMake(0.0f, 0.0f)];
[shadowLayer setShadowOpacity:1.0f];
[shadowLayer setShadowRadius:5];
// Causes the inner region in this example to NOT be filled.
[shadowLayer setFillRule:kCAFillRuleEvenOdd];
// Create the larger rectangle path.
CGMutablePathRef path = CGPathCreateMutable();
CGPathAddRect(path, NULL, CGRectInset(bounds, -42, -42));
// Add the inner path so it's subtracted from the outer path.
// someInnerPath could be a simple bounds rect, or maybe
// a rounded one for some extra fanciness.
CGPathAddPath(path, NULL, someInnerPath);
CGPathCloseSubpath(path);
[shadowLayer setPath:path];
CGPathRelease(path);
[[self layer] addSublayer:shadowLayer];
此時,如果您的父圖層未對其邊界進行遮罩,您將在圖層邊緣周圍看到遮罩層的額外區域。 如果您直接復制示例,這將是 42 像素的黑色。 要擺脫它,您可以簡單地使用另一個具有相同路徑的CAShapeLayer
並將其設置為陰影層的蒙版:
CAShapeLayer *maskLayer = [CAShapeLayer layer];
[maskLayer setPath:someInnerPath];
[shadowLayer setMask:maskLayer];
我自己沒有對此進行基准測試,但我懷疑將這種方法與光柵化結合使用比覆蓋-drawRect:
性能更高。
通過在邊界外制作一個大矩形路徑,減去一個邊界大小的矩形路徑並用“正常”陰影填充生成的路徑,可以使用 Core Graphics 繪制內部陰影。
但是,由於您需要將其與漸變圖層結合使用,我認為更簡單的解決方案是創建內部陰影的 9 部分透明 PNG 圖像並將其拉伸到合適的大小。 由 9 部分組成的陰影圖像如下所示(其大小為 21x21 像素):
CALayer *innerShadowLayer = [CALayer layer];
innerShadowLayer.contents = (id)[UIImage imageNamed: @"innershadow.png"].CGImage;
innerShadowLayer.contentsCenter = CGRectMake(10.0f/21.0f, 10.0f/21.0f, 1.0f/21.0f, 1.0f/21.0f);
然后設置innerShadowLayer 的框架,它應該正確拉伸陰影。
在 Swift 中僅使用 CALayer 的簡化版本:
import UIKit
final class FrameView : UIView {
init() {
super.init(frame: CGRect.zero)
backgroundColor = UIColor.white
}
@available(*, unavailable)
required init?(coder decoder: NSCoder) { fatalError("unavailable") }
override func layoutSubviews() {
super.layoutSubviews()
addInnerShadow()
}
private func addInnerShadow() {
let innerShadow = CALayer()
innerShadow.frame = bounds
// Shadow path (1pt ring around bounds)
let path = UIBezierPath(rect: innerShadow.bounds.insetBy(dx: -1, dy: -1))
let cutout = UIBezierPath(rect: innerShadow.bounds).reversing()
path.append(cutout)
innerShadow.shadowPath = path.cgPath
innerShadow.masksToBounds = true
// Shadow properties
innerShadow.shadowColor = UIColor(white: 0, alpha: 1).cgColor // UIColor(red: 0.71, green: 0.77, blue: 0.81, alpha: 1.0).cgColor
innerShadow.shadowOffset = CGSize.zero
innerShadow.shadowOpacity = 1
innerShadow.shadowRadius = 3
// Add
layer.addSublayer(innerShadow)
}
}
請注意,innerShadow 層不應具有不透明的背景顏色,因為這將呈現在陰影的前面。
有點迂回的方式,但它避免了必須使用圖像(閱讀:易於更改顏色、陰影半徑等)並且它只有幾行代碼。
添加一個 UIImageView 作為您想要放置陰影的 UIView 的第一個子視圖。 我使用 IB,但您可以通過編程方式執行相同的操作。
假設對 UIImageView 的引用是“innerShadow”
`
[[innerShadow layer] setMasksToBounds:YES];
[[innerShadow layer] setCornerRadius:12.0f];
[[innerShadow layer] setBorderColor:[UIColorFromRGB(180, 180, 180) CGColor]];
[[innerShadow layer] setBorderWidth:1.0f];
[[innerShadow layer] setShadowColor:[UIColorFromRGB(0, 0, 0) CGColor]];
[[innerShadow layer] setShadowOffset:CGSizeMake(0, 0)];
[[innerShadow layer] setShadowOpacity:1];
[[innerShadow layer] setShadowRadius:2.0];
警告:你必須有一個邊框,否則陰影不會出現。 [UIColor clearColor] 不起作用。 在這個例子中,我使用了不同的顏色,但你可以弄亂它,讓它與陰影的開始顏色相同。 :)
請參閱下面關於UIColorFromRGB
宏的UIColorFromRGB
評論。
遲到總比不到好...
這是另一種方法,可能不會比已經發布的方法好,但它很好且簡單-
-(void)drawInnerShadowOnView:(UIView *)view
{
UIImageView *innerShadowView = [[UIImageView alloc] initWithFrame:view.bounds];
innerShadowView.contentMode = UIViewContentModeScaleToFill;
innerShadowView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
[view addSubview:innerShadowView];
[innerShadowView.layer setMasksToBounds:YES];
[innerShadowView.layer setBorderColor:[UIColor lightGrayColor].CGColor];
[innerShadowView.layer setShadowColor:[UIColor blackColor].CGColor];
[innerShadowView.layer setBorderWidth:1.0f];
[innerShadowView.layer setShadowOffset:CGSizeMake(0, 0)];
[innerShadowView.layer setShadowOpacity:1.0];
// this is the inner shadow thickness
[innerShadowView.layer setShadowRadius:1.5];
}
而不是通過 drawRect 繪制內部陰影或將 UIView 添加到視圖。 您可以直接將 CALayer 添加到邊框,例如:如果我想要 UIView V 底部的內陰影效果。
innerShadowOwnerLayer = [[CALayer alloc]init];
innerShadowOwnerLayer.frame = CGRectMake(0, V.frame.size.height+2, V.frame.size.width, 2);
innerShadowOwnerLayer.backgroundColor = [UIColor whiteColor].CGColor;
innerShadowOwnerLayer.shadowColor = [UIColor blackColor].CGColor;
innerShadowOwnerLayer.shadowOffset = CGSizeMake(0, 0);
innerShadowOwnerLayer.shadowRadius = 10.0;
innerShadowOwnerLayer.shadowOpacity = 0.7;
[V.layer addSubLayer:innerShadowOwnerLayer];
這為目標 UIView 添加了底部內陰影
這是 swift 的一個版本,更改startPoint
和endPoint
以使其在每一側。
let layer = CAGradientLayer()
layer.startPoint = CGPointMake(0.5, 0.0);
layer.endPoint = CGPointMake(0.5, 1.0);
layer.colors = [UIColor(white: 0.1, alpha: 1.0).CGColor, UIColor(white: 0.1, alpha: 0.5).CGColor, UIColor.clearColor().CGColor]
layer.locations = [0.05, 0.2, 1.0 ]
layer.frame = CGRectMake(0, 0, self.view.frame.width, 60)
self.view.layer.insertSublayer(layer, atIndex: 0)
這是您的解決方案,我已從PaintCode導出:
-(void) drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
//// Shadow Declarations
UIColor* shadow = UIColor.whiteColor;
CGSize shadowOffset = CGSizeMake(0, 0);
CGFloat shadowBlurRadius = 10;
//// Rectangle Drawing
UIBezierPath* rectanglePath = [UIBezierPath bezierPathWithRect: self.bounds];
[[UIColor blackColor] setFill];
[rectanglePath fill];
////// Rectangle Inner Shadow
CGContextSaveGState(context);
UIRectClip(rectanglePath.bounds);
CGContextSetShadowWithColor(context, CGSizeZero, 0, NULL);
CGContextSetAlpha(context, CGColorGetAlpha([shadow CGColor]));
CGContextBeginTransparencyLayer(context, NULL);
{
UIColor* opaqueShadow = [shadow colorWithAlphaComponent: 1];
CGContextSetShadowWithColor(context, shadowOffset, shadowBlurRadius, [opaqueShadow CGColor]);
CGContextSetBlendMode(context, kCGBlendModeSourceOut);
CGContextBeginTransparencyLayer(context, NULL);
[opaqueShadow setFill];
[rectanglePath fill];
CGContextEndTransparencyLayer(context);
}
CGContextEndTransparencyLayer(context);
CGContextRestoreGState(context);
}
這是我在 Swift 4.2 中的解決方案。 你想試試嗎?
final class ACInnerShadowLayer : CAShapeLayer {
var innerShadowColor: CGColor? = UIColor.black.cgColor {
didSet { setNeedsDisplay() }
}
var innerShadowOffset: CGSize = .zero {
didSet { setNeedsDisplay() }
}
var innerShadowRadius: CGFloat = 8 {
didSet { setNeedsDisplay() }
}
var innerShadowOpacity: Float = 1 {
didSet { setNeedsDisplay() }
}
override init() {
super.init()
masksToBounds = true
contentsScale = UIScreen.main.scale
setNeedsDisplay()
}
override init(layer: Any) {
if let layer = layer as? InnerShadowLayer {
innerShadowColor = layer.innerShadowColor
innerShadowOffset = layer.innerShadowOffset
innerShadowRadius = layer.innerShadowRadius
innerShadowOpacity = layer.innerShadowOpacity
}
super.init(layer: layer)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func draw(in ctx: CGContext) {
ctx.setAllowsAntialiasing(true)
ctx.setShouldAntialias(true)
ctx.interpolationQuality = .high
let colorspace = CGColorSpaceCreateDeviceRGB()
var rect = bounds
var radius = cornerRadius
if borderWidth != 0 {
rect = rect.insetBy(dx: borderWidth, dy: borderWidth)
radius -= borderWidth
radius = max(radius, 0)
}
let innerShadowPath = UIBezierPath(roundedRect: rect, cornerRadius: radius).cgPath
ctx.addPath(innerShadowPath)
ctx.clip()
let shadowPath = CGMutablePath()
let shadowRect = rect.insetBy(dx: -rect.size.width, dy: -rect.size.width)
shadowPath.addRect(shadowRect)
shadowPath.addPath(innerShadowPath)
shadowPath.closeSubpath()
if let innerShadowColor = innerShadowColor, let oldComponents = innerShadowColor.components {
var newComponets = Array<CGFloat>(repeating: 0, count: 4) // [0, 0, 0, 0] as [CGFloat]
let numberOfComponents = innerShadowColor.numberOfComponents
switch numberOfComponents {
case 2:
newComponets[0] = oldComponents[0]
newComponets[1] = oldComponents[0]
newComponets[2] = oldComponents[0]
newComponets[3] = oldComponents[1] * CGFloat(innerShadowOpacity)
case 4:
newComponets[0] = oldComponents[0]
newComponets[1] = oldComponents[1]
newComponets[2] = oldComponents[2]
newComponets[3] = oldComponents[3] * CGFloat(innerShadowOpacity)
default:
break
}
if let innerShadowColorWithMultipliedAlpha = CGColor(colorSpace: colorspace, components: newComponets) {
ctx.setFillColor(innerShadowColorWithMultipliedAlpha)
ctx.setShadow(offset: innerShadowOffset, blur: innerShadowRadius, color: innerShadowColorWithMultipliedAlpha)
ctx.addPath(shadowPath)
ctx.fillPath(using: .evenOdd)
}
}
}
}
我參加聚會很晚了,但我想回饋社區。一個包含四個 UITextField 實例的 PIN 輸入屏幕,可以在 ViewController 中顯示一個原始字符或 (BOOL)[self isUsingBullets] 或 (BOOL)[self usingAsterisks]。 應用程序適用於 iPhone/iPhone 視網膜/iPad/iPad 視網膜,所以我不必提供四張圖像......
#import <QuartzCore/QuartzCore.h>
- (void)setTextFieldInnerGradient:(UITextField *)textField
{
[textField setSecureTextEntry:self.isUsingBullets];
[textField setBackgroundColor:[UIColor blackColor]];
[textField setTextColor:[UIColor blackColor]];
[textField setBorderStyle:UITextBorderStyleNone];
[textField setClipsToBounds:YES];
[textField.layer setBorderColor:[[UIColor blackColor] CGColor]];
[textField.layer setBorderWidth:1.0f];
// make a gradient off-white background
CAGradientLayer *gradient = [CAGradientLayer layer];
CGRect gradRect = CGRectInset([textField bounds], 3, 3); // Reduce Width and Height and center layer
gradRect.size.height += 2; // minimise Bottom shadow, rely on clipping to remove these 2 pts.
gradient.frame = gradRect;
struct CGColor *topColor = [UIColor colorWithWhite:0.6f alpha:1.0f].CGColor;
struct CGColor *bottomColor = [UIColor colorWithWhite:0.9f alpha:1.0f].CGColor;
// We need to use this fancy __bridge object in order to get the array we want.
gradient.colors = [NSArray arrayWithObjects:(__bridge id)topColor, (__bridge id)bottomColor, nil];
[gradient setCornerRadius:4.0f];
[gradient setShadowOffset:CGSizeMake(0, 0)];
[gradient setShadowColor:[[UIColor whiteColor] CGColor]];
[gradient setShadowOpacity:1.0f];
[gradient setShadowRadius:3.0f];
// Now we need to Blur the edges of this layer "so it blends"
// This rasterizes the view down to 4x4 pixel chunks then scales it back up using bilinear filtering...
// it's EXTREMELY fast and looks ok if you are just wanting to blur a background view under a modal view.
// To undo it, just set the rasterization scale back to 1.0 or turn off rasterization.
[gradient setRasterizationScale:0.25];
[gradient setShouldRasterize:YES];
[textField.layer insertSublayer:gradient atIndex:0];
if (self.usingAsterisks) {
[textField setFont:[UIFont systemFontOfSize:80.0]];
} else {
[textField setFont:[UIFont systemFontOfSize:40.0]];
}
[textField setTextAlignment:UITextAlignmentCenter];
[textField setEnabled:NO];
}
我希望這可以幫助某人,因為這個論壇幫助了我。
查看Chris Emery撰寫的Quartz 中的Inner Shadows的精彩文章,其中解釋了PaintCode是如何繪制內部陰影的,並提供了一個干凈整潔的代碼片段:
- (void)drawInnerShadowInContext:(CGContextRef)context
withPath:(CGPathRef)path
shadowColor:(CGColorRef)shadowColor
offset:(CGSize)offset
blurRadius:(CGFloat)blurRadius
{
CGContextSaveGState(context);
CGContextAddPath(context, path);
CGContextClip(context);
CGColorRef opaqueShadowColor = CGColorCreateCopyWithAlpha(shadowColor, 1.0);
CGContextSetAlpha(context, CGColorGetAlpha(shadowColor));
CGContextBeginTransparencyLayer(context, NULL);
CGContextSetShadowWithColor(context, offset, blurRadius, opaqueShadowColor);
CGContextSetBlendMode(context, kCGBlendModeSourceOut);
CGContextSetFillColorWithColor(context, opaqueShadowColor);
CGContextAddPath(context, path);
CGContextFillPath(context);
CGContextEndTransparencyLayer(context);
CGContextRestoreGState(context);
CGColorRelease(opaqueShadowColor);
}
使用所描述的InnerShadowLayer
您還可以僅為特定邊緣啟用內部陰影,不包括其他邊緣。 (例如,您只能在視圖的左側和頂部邊緣啟用內部陰影)
然后,您可以使用以下方法將InnerShadowLayer
添加到您的視圖中:
init(...) {
// ... your initialization code ...
super.init(frame: .zero)
layer.addSublayer(shadowLayer)
}
public override func layoutSubviews() {
super.layoutSubviews()
shadowLayer.frame = bounds
}
InnerShadowLayer
實現/// Shadow is a struct defining the different kinds of shadows
public struct Shadow {
let x: CGFloat
let y: CGFloat
let blur: CGFloat
let opacity: CGFloat
let color: UIColor
}
/// A layer that applies an inner shadow to the specified edges of either its path or its bounds
public class InnerShadowLayer: CALayer {
private let shadow: Shadow
private let edge: UIRectEdge
public init(shadow: Shadow, edge: UIRectEdge) {
self.shadow = shadow
self.edge = edge
super.init()
setupShadow()
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
public override func layoutSublayers() {
updateShadow()
}
private func setupShadow() {
shadowColor = shadow.color.cgColor
shadowOpacity = Float(shadow.opacity)
shadowRadius = shadow.blur / 2.0
masksToBounds = true
}
private func updateShadow() {
shadowOffset = {
let topWidth: CGFloat = 0
let leftWidth = edge.contains(.left) ? shadow.y / 2 : 0
let bottomWidth: CGFloat = 0
let rightWidth = edge.contains(.right) ? -shadow.y / 2 : 0
let topHeight = edge.contains(.top) ? shadow.y / 2 : 0
let leftHeight: CGFloat = 0
let bottomHeight = edge.contains(.bottom) ? -shadow.y / 2 : 0
let rightHeight: CGFloat = 0
return CGSize(width: [topWidth, leftWidth, bottomWidth, rightWidth].reduce(0, +),
height: [topHeight, leftHeight, bottomHeight, rightHeight].reduce(0, +))
}()
let insets = UIEdgeInsets(top: edge.contains(.top) ? -bounds.height : 0,
left: edge.contains(.left) ? -bounds.width : 0,
bottom: edge.contains(.bottom) ? -bounds.height : 0,
right: edge.contains(.right) ? -bounds.width : 0)
let path = UIBezierPath(rect: bounds.inset(by: insets))
let cutout = UIBezierPath(rect: bounds).reversing()
path.append(cutout)
shadowPath = path.cgPath
}
}
這段代碼對我有用
class InnerDropShadowView: UIView {
override func draw(_ rect: CGRect) {
//Drawing code
let context = UIGraphicsGetCurrentContext()
//// Shadow Declarations
let shadow: UIColor? = UIColor.init(hexString: "a3a3a3", alpha: 1.0) //UIColor.black.withAlphaComponent(0.6) //UIColor.init(hexString: "d7d7da", alpha: 1.0)
let shadowOffset = CGSize(width: 0, height: 0)
let shadowBlurRadius: CGFloat = 7.5
//// Rectangle Drawing
let rectanglePath = UIBezierPath(rect: bounds)
UIColor.groupTableViewBackground.setFill()
rectanglePath.fill()
////// Rectangle Inner Shadow
context?.saveGState()
UIRectClip(rectanglePath.bounds)
context?.setShadow(offset: CGSize.zero, blur: 0, color: nil)
context?.setAlpha((shadow?.cgColor.alpha)!)
context?.beginTransparencyLayer(auxiliaryInfo: nil)
do {
let opaqueShadow: UIColor? = shadow?.withAlphaComponent(1)
context?.setShadow(offset: shadowOffset, blur: shadowBlurRadius, color: opaqueShadow?.cgColor)
context!.setBlendMode(.sourceOut)
context?.beginTransparencyLayer(auxiliaryInfo: nil)
opaqueShadow?.setFill()
rectanglePath.fill()
context!.endTransparencyLayer()
}
context!.endTransparencyLayer()
context?.restoreGState()
}
}
使用漸變層:
UIView * mapCover = [UIView new];
mapCover.frame = map.frame;
[view addSubview:mapCover];
CAGradientLayer * vertical = [CAGradientLayer layer];
vertical.frame = mapCover.bounds;
vertical.colors = [NSArray arrayWithObjects:(id)[UIColor whiteColor].CGColor,
(id)[[UIColor whiteColor] colorWithAlphaComponent:0.0f].CGColor,
(id)[[UIColor whiteColor] colorWithAlphaComponent:0.0f].CGColor,
(id)[UIColor whiteColor].CGColor, nil];
vertical.locations = @[@0.01,@0.1,@0.9,@0.99];
[mapCover.layer insertSublayer:vertical atIndex:0];
CAGradientLayer * horizontal = [CAGradientLayer layer];
horizontal.frame = mapCover.bounds;
horizontal.colors = [NSArray arrayWithObjects:(id)[UIColor whiteColor].CGColor,
(id)[[UIColor whiteColor] colorWithAlphaComponent:0.0f].CGColor,
(id)[[UIColor whiteColor] colorWithAlphaComponent:0.0f].CGColor,
(id)[UIColor whiteColor].CGColor, nil];
horizontal.locations = @[@0.01,@0.1,@0.9,@0.99];
horizontal.startPoint = CGPointMake(0.0, 0.5);
horizontal.endPoint = CGPointMake(1.0, 0.5);
[mapCover.layer insertSublayer:horizontal atIndex:0];
有一個簡單的解決方案 - 只需繪制正常陰影並旋轉,就像這樣
@objc func shadowView() -> UIView {
let shadowView = UIView(frame: .zero)
shadowView.backgroundColor = .white
shadowView.layer.shadowColor = UIColor.grey.cgColor
shadowView.layer.shadowOffset = CGSize(width: 0, height: 2)
shadowView.layer.shadowOpacity = 1.0
shadowView.layer.shadowRadius = 4
shadowView.layer.compositingFilter = "multiplyBlendMode"
return shadowView
}
func idtm_addBottomShadow() {
let shadow = shadowView()
shadow.transform = transform.rotated(by: 180 * CGFloat(Double.pi))
shadow.transform = transform.rotated(by: -1 * CGFloat(Double.pi))
shadow.translatesAutoresizingMaskIntoConstraints = false
addSubview(shadow)
NSLayoutConstraint.activate([
shadow.leadingAnchor.constraint(equalTo: leadingAnchor),
shadow.trailingAnchor.constraint(equalTo: trailingAnchor),
shadow.bottomAnchor.constraint(equalTo: bottomAnchor),
shadow.heightAnchor.constraint(equalToConstant: 1),
])
}
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