Swift draw shadow to a uibezier path

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悲&欢浪女
悲&欢浪女 2021-02-06 16:01


I have a strange question. Even though I did read a lot of tutorials on how to do this, the final result only shows the bezier line, not any shadow whatsoever. My code is

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  • 2021-02-06 16:25

    I am using the shadow properties of my shape layer to add shadow to it. The best part of this approach is that I don't have to provide a path explicitly. The shadow follows the path of the layer. I am also animating the layer by changing path. In that case too the shadow animates seamlessly without a single line of code.

    Here is what I am doing (Swift 4.2)

        shapeLayer.path = curveShapePath(postion: initialPosition)
        shapeLayer.strokeColor = UIColor.clear.cgColor
        shapeLayer.fillColor = shapeBackgroundColor
        self.layer.addSublayer(shapeLayer)
    
        if shadow {
            shapeLayer.shadowRadius = 5.0
            shapeLayer.shadowColor = UIColor.gray.cgColor
            shapeLayer.shadowOpacity = 0.8
        }
    

    The curveShapePath method is the one that returns the path and is defined as follows:

    func curveShapePath(postion: CGFloat) -> CGPath {
        let height: CGFloat = 37.0
        let path = UIBezierPath()
    
        path.move(to: CGPoint(x: 0, y: 0)) // start top left
        path.addLine(to: CGPoint(x: (postion - height * 2), y: 0)) // the beginning of the trough
    
        // first curve down
        path.addCurve(to: CGPoint(x: postion, y: height),
                      controlPoint1: CGPoint(x: (postion - 30), y: 0), controlPoint2: CGPoint(x: postion - 35, y: height))
        // second curve up
        path.addCurve(to: CGPoint(x: (postion + height * 2), y: 0),
                      controlPoint1: CGPoint(x: postion + 35, y: height), controlPoint2: CGPoint(x: (postion + 30), y: 0))
    
        // complete the rect
        path.addLine(to: CGPoint(x: self.frame.width, y: 0))
        path.addLine(to: CGPoint(x: self.frame.width, y: self.frame.height))
        path.addLine(to: CGPoint(x: 0, y: self.frame.height))
        path.close()
    
        return path.cgPath
    }
    

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  • 2021-02-06 16:34

    I take this example straight from my PaintCode-app. Hope this helps.

    //// General Declarations
    let context = UIGraphicsGetCurrentContext()
    
    
    //// Shadow Declarations
    let shadow = UIColor.blackColor()
    let shadowOffset = CGSizeMake(3.1, 3.1)
    let shadowBlurRadius: CGFloat = 5
    
    //// Bezier 2 Drawing
    var bezier2Path = UIBezierPath()
    bezier2Path.moveToPoint(CGPointMake(30.5, 90.5))
    bezier2Path.addLineToPoint(CGPointMake(115.5, 90.5))
    CGContextSaveGState(context)
    CGContextSetShadowWithColor(context, shadowOffset, shadowBlurRadius,  (shadow as UIColor).CGColor)
    UIColor.blackColor().setStroke()
    bezier2Path.lineWidth = 1
    bezier2Path.stroke()
    CGContextRestoreGState(context)
    
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  • 2021-02-06 16:37

    I prefer the way to add a shadow-sublayer. You can easily use the following function (Swift 3.0):

    func createShadowLayer() -> CALayer {
        let shadowLayer = CALayer()
        shadowLayer.shadowColor = UIColor.red.cgColor
        shadowLayer.shadowOffset = CGSize.zero
        shadowLayer.shadowRadius = 5.0
        shadowLayer.shadowOpacity = 0.8
        shadowLayer.backgroundColor = UIColor.clear.cgColor
        return shadowLayer
    }
    

    And finally, you just add it to your line path (CAShapeLayer):

    let line = CAShapeLayer()
    let path = UIBezierPath()
    path.move(to: CGPoint(x: 0, y: 0))
    path.addLine(to: CGPoint(x: 50, y: 100))
    path.addLine(to: CGPoint(x: 100, y: 50))
    line.path = path.cgPath
    line.strokeColor = UIColor.blue.cgColor
    line.fillColor = UIColor.clear.cgColor
    line.lineWidth = 2.0
    view.layer.addSublayer(line)
    
    let shadowSubLayer = createShadowLayer()
    shadowSubLayer.insertSublayer(line, at: 0)
    view.layer.addSublayer(shadowSubLayer)
    
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