放肆的使用UIBezierPath和CAShapeLayer畫各類圖形

CAShapeLayer 是 CALayer 的子類,可是比 CALayer 更靈活,能夠畫出各類圖形,固然,你也可使用其餘方式來畫,隨你。git

雜談

在 CAShapeLayer 中,也能夠像 CALayer 同樣指定它的 frame 來畫,就像這樣:github

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

view.layer.addSublayer(layer)

而後你就會獲得如圖這樣的黑色矩形微信

可是,CAShapeLayer 有一個神奇的屬性 path 用這個屬性配合上 UIBezierPath 這個類就能夠達到超神的效果。socket

UIBezierPath 顧名思義,這是用貝塞爾曲線的方式來構建一段弧線,你能夠用任意條弧線來組成你想要的形狀,好比,你想用它來和上面同樣畫一個矩形,那就能夠這樣子來作:ide

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,這裏就不要用backgroundColor 這個屬性了,而要使用 fillColor 和 strokeColor ,前者表明設置這個 Layer 的填充色,後者表明設置它的邊框色動畫

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

能夠試一下把上面代碼設置顏色的部分改爲這個樣子,那麼運行程序的時候就會是這種樣子atom

玩一下UIBezierPath

在說回 UIBezierPath ,在 UIBezierPath 的 init 方法中,就有不少方便你畫各類圖形的方法,好比你能夠畫一個帶圓角的圖形spa

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

還能夠指定起始角和半徑畫圓3d

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

在這裏涉及到角度的問題,起始角和結束角,這裏的角度使使用弧度制來表示,這裏我收藏了一張圖片,以方便參考code

怎麼畫曲線

貝塞爾曲線的畫法是由起點、終點、控制點三個參數來畫的,爲了解釋清楚這個點,我寫了幾行代碼來解釋它

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)

我很隨意的定義了三個點,爲了清楚顯示它們的位置,我放了三個矩形在上面以便觀察,而後調用 path.moveToPoint(startPoint) 讓它移動到起始點,而後調用path.addQuadCurveToPoint(endPoint, controlPoint: controlPoint) 這個方法告訴它結束點和控制點,這樣它就能畫出一條有弧度的線條了,若是把fillColor設置一個顏色,那麼它就會變成一個很醜的形狀了,示例圖以下

控制點決定了它的曲率,曲線的頂點不等於控制點的位置,具體能夠看一下貝塞爾曲線的定義,你還可使用兩個控制點來畫,兩個控制點可使用方法 path.addCurveToPoint(endPoint, controlPoint1: controlPoint, controlPoint2: controlPoint2)來搞定

這樣它會是這個樣子

再來講說 CAShapeLayer

CAShapeLayer 是個神奇的東西,給它一個path它就能變成你想要的形狀,它還有不少能夠玩的地方。綜合使用能夠組合成不一樣的動畫,好比下面這樣

demo1.gif

demo2.gif

demo3.gif

這三個動畫就是使用了 strokeEnd strokeStart lineWidth 三個屬性,第一個動畫用了strokeEnd這個屬性的值範圍是0-1,動畫顯示了從0到1之間每個值對這條曲線的影響,strokeStart的方法則是相反的,若是把這兩個值首先都設置成0.5而後慢慢改變成0和1的時候就會變成第二個動畫,配合lineWidth則曲線會慢慢變粗,這裏的不少屬性都是支持動畫的。

示例代碼

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: "")
    }

應用一下

前一陣子在仿時光網這個APP,其中有一個Layer的形狀很怪異,是這樣的

很明顯它能夠用 CAShapeLayer + UIBezierPath 來作,思路大概是這樣,先移動到左上方的位置,而後向下劃線,而後往右劃線,而後往上劃線,還剩一個蓋子,這個蓋子就用一個控制點控制曲率,很是簡單,代碼以下

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)

就能畫出這樣的形狀來

再來一個複雜點的,微信下拉拍小視頻的那隻眼睛頗有趣,來模仿一下那個效果吧,它是這樣的

首先你得畫出這隻眼睛,這是眼睛包括5個部分組成(這個是用OC寫的)

@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;

而後,仍是經過 UIBezierPath 和 CAShapeLayer 這樣的老套路來畫,代碼較多

- (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;
}

而後更改一下某些屬性的值,方便稍後的動畫

- (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;
}

最後根據 UIScrollView 的 contentOffset 來控制各類屬性,辦法較笨,但管用。

- (void)animationWith:(CGFloat)y {
    CGFloat flag = self.frame.origin.y * 2.f - 20.f;
    if (y < flag) {
        if (self.eyeFirstLightLayer.lineWidth < 5.f) {
            self.eyeFirstLightLayer.lineWidth += 1.f;
            self.eyeSecondLightLayer.lineWidth += 1.f;
        }
    }

    if(y < flag - 20) {
        if (self.eyeballLayer.opacity <= 1.0f) {
            self.eyeballLayer.opacity += 0.1f;
        }

    }

    if (y < flag - 40) {
        if (self.topEyesocketLayer.strokeEnd < 1.f && self.topEyesocketLayer.strokeStart > 0.f) {
            self.topEyesocketLayer.strokeEnd += 0.1f;
            self.topEyesocketLayer.strokeStart -= 0.1f;
            self.bottomEyesocketLayer.strokeEnd += 0.1f;
            self.bottomEyesocketLayer.strokeStart -= 0.1f;
        }
    }

    if (y > flag - 40) {
        if (self.topEyesocketLayer.strokeEnd > 0.5f && self.topEyesocketLayer.strokeStart < 0.5f) {
            self.topEyesocketLayer.strokeEnd -= 0.1f;
            self.topEyesocketLayer.strokeStart += 0.1f;
            self.bottomEyesocketLayer.strokeEnd -= 0.1f;
            self.bottomEyesocketLayer.strokeStart += 0.1f;
        }
    }

    if (y > flag - 20) {
        if (self.eyeballLayer.opacity >= 0.0f) {
            self.eyeballLayer.opacity -= 0.1f;
        }
    }

    if (y > flag) {
        if (self.eyeFirstLightLayer.lineWidth > 0.f) {
            self.eyeFirstLightLayer.lineWidth -= 1.f;
            self.eyeSecondLightLayer.lineWidth -= 1.f;
        }
    }
}

最後

總之使用 UIbezierPath 和 CAShapeLayer 能夠畫出你想要的任何形狀,沒有它作不到,只有你想不到,搞定了它們你就能夠輕鬆定製你想要的任何控件了。

微信Demo

代碼

https://github.com/J0HDev/WXVideo

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