放肆地使用UIBezierPath和CAShapeLayer画各种图形

TawnyaAAV 9年前

来自: http://www.cocoachina.com/ios/20160214/15251.html

CAShapeLayer 是 CALayer 的子类,但是比 CALayer 更灵活,可以画出各种图形,当然,你也可以使用其他方式来画,随你。

杂谈

在 CAShapeLayer 中,也可以像 CALayer 一样指定它的 frame 来画,就像这样:

let layer = CAShapeLayer()  layer.frame = CGRectMake(110, 100, 150, 100)  layer.backgroundColor = UIColor.blackColor().CGColor    view.layer.addSublayer(layer)

然后你就会得到如图这样的黑色矩形

但是,CAShapeLayer 有一个神奇的属性 path 用这个属性配合上 UIBezierPath 这个类就可以达到超神的效果。

UIBezierPath 顾名思义,这是用贝塞尔曲线的方式来构建一段弧线,你可以用任意条弧线来组成你想要的形状,比如,你想用它来和上面一样画一个矩形,那就可以这样子来做:

let path = UIBezierPath(rect: CGRectMake(110, 100, 150, 100))  let layer = CAShapeLayer()  layer.path = path.CGPath  layer.fillColor = UIColor.blackColor().CGColor  view.layer.addSublayer(layer)

要注意的是,这里就不要用backgroundColor 这个属性了,而要使用 fillColor 和 strokeColor ,前者代表设置这个 Layer 的填充色,后者代表设置它的边框色

layer.fillColor = UIColor.clearColor().CGCo  lorlayer.strokeColor = UIColor.blackColor().CGColor

可以试一下把上面代码设置颜色的部分改成这个样子,那么运行程序的时候就会是这种样子

玩一下UIBezierPath

在说回 UIBezierPath ,在 UIBezierPath 的 init 方法中,就有很多方便你画各种图形的方法,比如你可以画一个带圆角的图形

let path = UIBezierPath(roundedRect: CGRectMake(110, 100, 150, 100), cornerRadius: 50)  let layer = CAShapeLayer()  layer.path = path.CGPath  layer.fillColor = UIColor.clearColor().CGColor  layer.strokeColor = UIColor.blackColor().CGColor

还可以指定起始角和半径画圆

let radius: CGFloat = 60.0  let startAngle: CGFloat = 0.0  let endAngle: CGFloat = CGFloat(M_PI * 2)  let path = UIBezierPath(arcCenter: view.center, radius: radius, startAngle: startAngle, endAngle: endAngle, clockwise: true)  let layer = CAShapeLayer()  layer.path = path.CGPath  layer.fillColor = UIColor.clearColor().CGColor  layer.strokeColor = UIColor.blackColor().CGColor

在这里涉及到角度的问题,起始角和结束角,这里的角度使使用弧度制来表示,这里我收藏了一张图片,以方便参考。

怎么画曲线

贝塞尔曲线的画法是由起点、终点、控制点三个参数来画的,为了解释清楚这个点,我写了几行代码来解释它

let startPoint = CGPointMake(50, 300)  let endPoint = CGPointMake(300, 300)  let controlPoint = CGPointMake(170, 200)    let layer1 = CALayer()  layer1.frame = CGRectMake(startPoint.x, startPoint.y, 5, 5)  layer1.backgroundColor = UIColor.redColor().CGColor    let layer2 = CALayer()  layer2.frame = CGRectMake(endPoint.x, endPoint.y, 5, 5)  layer2.backgroundColor = UIColor.redColor().CGColor    let layer3 = CALayer()  layer3.frame = CGRectMake(controlPoint.x, controlPoint.y, 5, 5)  layer3.backgroundColor = UIColor.redColor().CGColor    let path = UIBezierPath()  let layer = CAShapeLayer()    path.moveToPoint(startPoint)  path.addQuadCurveToPoint(endPoint, controlPoint: controlPoint)    layer.path = path.CGPath  layer.fillColor = UIColor.clearColor().CGColor  layer.strokeColor = UIColor.blackColor().CGColor    view.layer.addSublayer(layer)  view.layer.addSublayer(layer1)  view.layer.addSublayer(layer2)  view.layer.addSublayer(layer3)

我很随意的定义了三个点,为了清楚显示它们的位置,我放了三个矩形在上面以便观察,然后调用 path.moveToPoint(startPoint) 让它移动到起始点,然后调用path.addQuadCurveToPoint(endPoint, controlPoint: controlPoint) 这个方法告诉它结束点和控制点,这样它就能画出一条有弧度的线条了,如果把fillColor设置一个颜色,那么它就会变成一个很丑的形状了,示例图如下

控制点决定了它的曲率,曲线的顶点不等于控制点的位置,具体可以看一下贝塞尔曲线的定义,你还可以使用两个控制点来画,两个控制点可以使用方法 path.addCurveToPoint(endPoint, controlPoint1: controlPoint, controlPoint2: controlPoint2)来搞定

这样它会是这个样子

再来说说 CAShapeLayer

CAShapeLayer 是个神奇的东西,给它一个path它就能变成你想要的形状,它还有很多可以玩的地方。综合使用可以组合成不同的动画,比如下面这样

demo1.gif

demo2.gif

demo3.gif

这三个动画就是使用了 strokeEnd、strokeStart和lineWidth 三个属性,第一个动画用了strokeEnd这个属性的值范围是0-1,动画显示了从0到1之间每一个值对这条曲线的影响,strokeStart的方法则是相反的,如果把这两个值首先都设置成0.5然后慢慢改变成0和1的时候就会变成第二个动画,配合lineWidth则曲线会慢慢变粗,这里的很多属性都是支持动画的。

示例代码

private func animation1() {          let animation = CABasicAnimation(keyPath: "strokeEnd")          animation.fromValue = 0          animation.toValue = 1          animation.duration = 2          layer.addAnimation(animation, forKey: "")      }            private func animation2() {          layer.strokeStart = 0.5          layer.strokeEnd = 0.5                    let animation = CABasicAnimation(keyPath: "strokeStart")          animation.fromValue = 0.5          animation.toValue = 0          animation.duration = 2                    let animation2 = CABasicAnimation(keyPath: "strokeEnd")          animation2.fromValue = 0.5          animation2.toValue = 1          animation2.duration = 2                    layer.addAnimation(animation, forKey: "")          layer.addAnimation(animation2, forKey: "")      }            private func animation3() {          let animation = CABasicAnimation(keyPath: "lineWidth")          animation.fromValue = 1          animation.toValue = 10          animation.duration = 2          layer.addAnimation(animation, forKey: "")      }

应用一下

前一阵子在仿时光网这个APP,其中有一个Layer的形状很怪异,是这样的

很明显它可以用 CAShapeLayer + UIBezierPath 来做,思路大概是这样,先移动到左上方的位置,然后向下划线,然后往右划线,然后往上划线,还剩一个盖子,这个盖子就用一个控制点控制曲率,非常简单,代码如下

let finalSize = CGSizeMake(CGRectGetWidth(view.frame), 400)  let layerHeight = finalSize.height * 0.2  let layer = CAShapeLayer()  let bezier = UIBezierPath()  bezier.moveToPoint(CGPointMake(0, finalSize.height - layerHeight))  bezier.addLineToPoint(CGPointMake(0, finalSize.height - 1))  bezier.addLineToPoint(CGPointMake(finalSize.width, finalSize.height - 1))  bezier.addLineToPoint(CGPointMake(finalSize.width, finalSize.height - layerHeight))  bezier.addQuadCurveToPoint(CGPointMake(0,finalSize.height - layerHeight),      controlPoint: CGPointMake(finalSize.width / 2, (finalSize.height - layerHeight) - 40))  layer.path = bezier.CGPath  layer.fillColor = UIColor.blackColor().CGColor  view.layer.addSublayer(layer)

就能画出这样的形状来

再来一个复杂点的,微信下拉拍小视频的那只眼睛很有趣,来模仿一下那个效果吧,它是这样的

首先你得画出这只眼睛,这是眼睛包括5个部分组成(这个是用OC写的)

@property (strong, nonatomic) CAShapeLayer *eyeFirstLightLayer;  @property (strong, nonatomic) CAShapeLayer *eyeSecondLightLayer;  @property (strong, nonatomic) CAShapeLayer *eyeballLayer;  @property (strong, nonatomic) CAShapeLayer *topEyesocketLayer;  @property (strong, nonatomic) CAShapeLayer *bottomEyesocketLayer;

然后,还是通过 UIBezierPath 和 CAShapeLayer 这样的老套路来画,代码较多

- (CAShapeLayer *)eyeFirstLightLayer {      if (!_eyeFirstLightLayer) {          _eyeFirstLightLayer = [CAShapeLayer layer];          CGPoint center = CGPointMake(CGRectGetWidth(self.frame) / 2, CGRectGetHeight(self.frame) / 2);          UIBezierPath *path = [UIBezierPath bezierPathWithArcCenter:center                                                              radius:CGRectGetWidth(self.frame) * 0.2                                                          startAngle:(230.f / 180.f) * M_PI                                                            endAngle:(265.f / 180.f) * M_PI                                                           clockwise:YES];          _eyeFirstLightLayer.borderColor = [UIColor blackColor].CGColor;          _eyeFirstLightLayer.lineWidth = 5.f;          _eyeFirstLightLayer.path = path.CGPath;          _eyeFirstLightLayer.fillColor = [UIColor clearColor].CGColor;          _eyeFirstLightLayer.strokeColor = [UIColor whiteColor].CGColor;      }      return _eyeFirstLightLayer;  }    - (CAShapeLayer *)eyeSecondLightLayer {      if (!_eyeSecondLightLayer) {          _eyeSecondLightLayer = [CAShapeLayer layer];          CGPoint center = CGPointMake(CGRectGetWidth(self.frame) / 2, CGRectGetHeight(self.frame) / 2);          UIBezierPath *path = [UIBezierPath bezierPathWithArcCenter:center                                                              radius:CGRectGetWidth(self.frame) * 0.2                                                          startAngle:(211.f / 180.f) * M_PI                                                            endAngle:(220.f / 180.f) * M_PI                                                           clockwise:YES];          _eyeSecondLightLayer.borderColor = [UIColor blackColor].CGColor;          _eyeSecondLightLayer.lineWidth = 5.f;          _eyeSecondLightLayer.path = path.CGPath;          _eyeSecondLightLayer.fillColor = [UIColor clearColor].CGColor;          _eyeSecondLightLayer.strokeColor = [UIColor whiteColor].CGColor;      }      return _eyeSecondLightLayer;  }    - (CAShapeLayer *)eyeballLayer {      if (!_eyeballLayer) {          _eyeballLayer = [CAShapeLayer layer];          CGPoint center = CGPointMake(CGRectGetWidth(self.frame) / 2, CGRectGetHeight(self.frame) / 2);          UIBezierPath *path = [UIBezierPath bezierPathWithArcCenter:center                                                              radius:CGRectGetWidth(self.frame) * 0.3                                                          startAngle:(0.f / 180.f) * M_PI                                                            endAngle:(360.f / 180.f) * M_PI                                                           clockwise:YES];          _eyeballLayer.borderColor = [UIColor blackColor].CGColor;          _eyeballLayer.lineWidth = 1.f;          _eyeballLayer.path = path.CGPath;          _eyeballLayer.fillColor = [UIColor clearColor].CGColor;          _eyeballLayer.strokeColor = [UIColor whiteColor].CGColor;          _eyeballLayer.anchorPoint = CGPointMake(0.5, 0.5);      }      return _eyeballLayer;  }    - (CAShapeLayer *)topEyesocketLayer {      if (!_topEyesocketLayer) {          _topEyesocketLayer = [CAShapeLayer layer];          CGPoint center = CGPointMake(CGRectGetWidth(self.frame) / 2, CGRectGetHeight(self.frame) / 2);          UIBezierPath *path = [UIBezierPath bezierPath];          [path moveToPoint:CGPointMake(0, CGRectGetHeight(self.frame) / 2)];          [path addQuadCurveToPoint:CGPointMake(CGRectGetWidth(self.frame), CGRectGetHeight(self.frame) / 2)                       controlPoint:CGPointMake(CGRectGetWidth(self.frame) / 2, center.y - center.y - 20)];          _topEyesocketLayer.borderColor = [UIColor blackColor].CGColor;          _topEyesocketLayer.lineWidth = 1.f;          _topEyesocketLayer.path = path.CGPath;          _topEyesocketLayer.fillColor = [UIColor clearColor].CGColor;          _topEyesocketLayer.strokeColor = [UIColor whiteColor].CGColor;      }      return _topEyesocketLayer;  }    - (CAShapeLayer *)bottomEyesocketLayer {      if (!_bottomEyesocketLayer) {          _bottomEyesocketLayer = [CAShapeLayer layer];          CGPoint center = CGPointMake(CGRectGetWidth(self.frame) / 2, CGRectGetHeight(self.frame) / 2);          UIBezierPath *path = [UIBezierPath bezierPath];          [path moveToPoint:CGPointMake(0, CGRectGetHeight(self.frame) / 2)];          [path addQuadCurveToPoint:CGPointMake(CGRectGetWidth(self.frame), CGRectGetHeight(self.frame) / 2)                       controlPoint:CGPointMake(CGRectGetWidth(self.frame) / 2, center.y + center.y + 20)];          _bottomEyesocketLayer.borderColor = [UIColor blackColor].CGColor;          _bottomEyesocketLayer.lineWidth = 1.f;          _bottomEyesocketLayer.path = path.CGPath;          _bottomEyesocketLayer.fillColor = [UIColor clearColor].CGColor;          _bottomEyesocketLayer.strokeColor = [UIColor whiteColor].CGColor;      }      return _bottomEyesocketLayer;  }

然后更改一下某些属性的值,方便稍后的动画

- (void)setupAnimation {      self.eyeFirstLightLayer.lineWidth = 0.f;      self.eyeSecondLightLayer.lineWidth = 0.f;      self.eyeballLayer.opacity = 0.f;      _bottomEyesocketLayer.strokeStart = 0.5f;      _bottomEyesocketLayer.strokeEnd = 0.5f;      _topEyesocketLayer.strokeStart = 0.5f;      _topEyesocketLayer.strokeEnd = 0.5f;}

最后根据 UIScrollView 的 contentOffset 来控制各种属性,办法较笨,但管用。

最后

总之使用 UIbezierPath 和 CAShapeLayer 可以画出你想要的任何形状,没有它做不到,只有你想不到,搞定了它们你就可以轻松定制你想要的任何控件了。