iOS UIBezierPath类 介绍
注:这个类要继承自UIView。
Creates and returns a new UIBezierPath object initialized with a rectangular path. + (UIBezierPath *)bezierPathWithRect:(CGRect)rect
demo代码:
4、使用UIBezierPath创建圆形或者椭圆形
这个方法根据传入的rect矩形参数绘制一个内切曲线。
Creates and returns a new UIBezierPath object initialized with an arc of a circle. + (UIBezierPath *)bezierPathWithArcCenter:(CGPoint)center radius:(CGFloat)radius startAngle:(CGFloat)startAngle endAngle:(CGFloat)endAngle clockwise:(BOOL)clockwise
Parameters
center
Specifies the center point of the circle (in the current coordinate system) used to define the arc.
radius
Specifies the radius of the circle used to define the arc.
startAngle
Specifies the starting angle of the arc (measured in radians).
endAngle
Specifies the end angle of the arc (measured in radians).
clockwise
The direction in which to draw the arc.
Return Value
A new path object with the specified arc.
#define pi 3.14159265359
#define DEGREES_TO_RADIANS(degrees) ((pi * degrees)/ 180)
- (void)drawRect:(CGRect)rect
{
UIColor *color = [UIColor redColor];
[color set]; //设置线条颜色 UIBezierPath* aPath = [UIBezierPath bezierPathWithArcCenter:CGPointMake(, )
radius:
startAngle:
endAngle:DEGREES_TO_RADIANS()
clockwise:YES]; aPath.lineWidth = 5.0;
aPath.lineCapStyle = kCGLineCapRound; //线条拐角
aPath.lineJoinStyle = kCGLineCapRound; //终点处理 [aPath stroke];
}
结果如下图:
- Appends a quadratic Bézier curve to the receiver’s path.
- - (void)addQuadCurveToPoint:(CGPoint)endPoint controlPoint:(CGPoint)controlPoint
- Parameters
- endPoint
- The end point of the curve.
- controlPoint
- The control point of the curve.
- Appends a cubic Bézier curve to the receiver’s path.
- - (void)addCurveToPoint:(CGPoint)endPoint controlPoint1:(CGPoint)controlPoint1 controlPoint2:(CGPoint)controlPoint2
- Parameters
- endPoint
- The end point of the curve.
- controlPoint1
- The first control point to use when computing the curve.
- controlPoint2
- The second control point to use when computing the curve.
- (void)drawRect:(CGRect)rect
{
UIColor *color = [UIColor redColor];
[color set]; //设置线条颜色 UIBezierPath* aPath = [UIBezierPath bezierPath]; aPath.lineWidth = 5.0;
aPath.lineCapStyle = kCGLineCapRound; //线条拐角
aPath.lineJoinStyle = kCGLineCapRound; //终点处理 [aPath moveToPoint:CGPointMake(, )]; [aPath addCurveToPoint:CGPointMake(, ) controlPoint1:CGPointMake(, ) controlPoint2:CGPointMake(, )]; [aPath stroke];
}
// Create the path data
CGMutablePathRef cgPath = CGPathCreateMutable();
CGPathAddEllipseInRect(cgPath, NULL, CGRectMake(, , , ));
CGPathAddEllipseInRect(cgPath, NULL, CGRectMake(, , , )); // Now create the UIBezierPath object
UIBezierPath* aPath = [UIBezierPath bezierPath];
aPath.CGPath = cgPath;
aPath.usesEvenOddFillRule = YES; // After assigning it to the UIBezierPath object, you can release
// your CGPathRef data type safely.
CGPathRelease(cgPath);
Mixing Core Graphics and UIBezierPath
calls
UIBezierPath* aPath = [UIBezierPath bezierPathWithOvalInRect:CGRectMake(, , , )]; // Get the CGPathRef and create a mutable version.
CGPathRef cgPath = aPath.CGPath;
CGMutablePathRef mutablePath = CGPathCreateMutableCopy(cgPath); // Modify the path and assign it back to the UIBezierPath object
CGPathAddEllipseInRect(mutablePath, NULL, CGRectMake(, , , ));
aPath.CGPath = mutablePath; // Release both the mutable copy of the path.
CGPathRelease(mutablePath);
Drawing a path in a view
- (void)drawRect:(CGRect)rect
{
// Create an oval shape to draw.
UIBezierPath* aPath = [UIBezierPath bezierPathWithOvalInRect:
CGRectMake(, , , )]; // Set the render colors
[[UIColor blackColor] setStroke];
[[UIColor redColor] setFill]; CGContextRef aRef = UIGraphicsGetCurrentContext(); // If you have content to draw after the shape,
// save the current state before changing the transform
//CGContextSaveGState(aRef); // Adjust the view's origin temporarily. The oval is
// now drawn relative to the new origin point.
CGContextTranslateCTM(aRef, , ); // Adjust the drawing options as needed.
aPath.lineWidth = ; // Fill the path before stroking it so that the fill
// color does not obscure the stroked line.
[aPath fill];
[aPath stroke]; // Restore the graphics state before drawing any other content.
//CGContextRestoreGState(aRef);
}
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