I know how to draw a arc
and I also found how to draw a gradient line from here I have found two function can draw gradient:CGContextDrawLinearGradient and CGContexYou could do it by using CGContextDrawRadialGradient()
with a clipping path applied. You could do something like this:
CGContextBeginPath(context);
CGContextMoveToPoint(context, startX, startY);
CGContextAddArcToPoint(context, x1, y1, x2, y2, arcRadius);
CGConextClosePath(context);
CGContextClip(context);
CGContextDrawRadialGradient(context, gradient, startCenter, startRadius, endCenter, endRadius, options);
A swift4 version of Derekahc's answer, and provided more options. check the picture and see what you want~
private func demoGradientCircle()->UIImage?{
let imageSize = CGSize(width:1100, height:1100)
UIGraphicsBeginImageContext(imageSize)
guard let context = UIGraphicsGetCurrentContext() else{ return nil}
//Set a white background
context.setFillColor(UIColor.white.cgColor)
context.fill(CGRect(origin:CGPoint(x:0, y:0), size:imageSize))
context.setLineWidth(10)
//Set up gradient
let colorSpace = CGColorSpaceCreateDeviceRGB()
// use pure red green blue as the gradient color
let colorCompoents1:[CGFloat] = [1, 0, 0, 1,
0, 1, 0, 1,
0, 0, 1, 1]
let locations1:[CGFloat] = [0,0.5,1]
let gradient1 = CGGradient(colorSpace: colorSpace, colorComponents: colorCompoents1,
locations: locations1, count: locations1.count)!
//Option 1, do linear gradient once, and you'll get the circle on the left side
let radius:CGFloat = 100
let centerPointForCircle1 = CGPoint(x:250, y:550)
context.addArc(center: centerPointForCircle1, radius: radius, startAngle: 0, endAngle: CGFloat(Double.pi*2), clockwise: true)
context.replacePathWithStrokedPath()
context.saveGState()
context.clip()
context.drawLinearGradient(gradient1, start: CGPoint(x:150, y:550), end: CGPoint(x:350, y:550), options: [.drawsBeforeStartLocation, .drawsAfterEndLocation])
//Option 2, if a 3 quarters circle would be enough for you, this will be a better solution(see the circles in the middle), but if you want a perfect gradient circle see Option 3
context.restoreGState()
let centerPointForCircle2 = CGPoint(x:550, y:550)
context.addArc(center: centerPointForCircle2, radius: radius, startAngle: 0, endAngle: CGFloat(Double.pi*2), clockwise: true)
context.replacePathWithStrokedPath()
context.saveGState()
context.clip()
let startCenterForCircle2 = CGPoint(x:centerPointForCircle2.x + radius, y:centerPointForCircle2.y)
let endCenterForCircle2 = CGPoint(x:centerPointForCircle2.x, y:centerPointForCircle2.y - radius / 2)
context.drawRadialGradient(gradient1, startCenter: startCenterForCircle2, startRadius: radius * 2, endCenter: endCenterForCircle2, endRadius: radius / 2, options: [.drawsBeforeStartLocation, .drawsAfterEndLocation])
context.restoreGState()
let centerPointForCircle3 = CGPoint(x:550, y:850)
context.addArc(center: centerPointForCircle3, radius: radius, startAngle: CGFloat(-Double.pi*0.9), endAngle: CGFloat(-Double.pi/2), clockwise: true)
context.replacePathWithStrokedPath()
context.saveGState()
context.clip()
let startCenterForCircle3 = CGPoint(x:centerPointForCircle3.x + radius, y:centerPointForCircle3.y)
let endCenterForCircle3 = CGPoint(x:centerPointForCircle3.x, y:centerPointForCircle3.y - radius / 2)
context.drawRadialGradient(gradient1, startCenter: startCenterForCircle3, startRadius: radius * 2, endCenter: endCenterForCircle3, endRadius: radius / 2, options: [.drawsBeforeStartLocation, .drawsAfterEndLocation])
//Option 3, divide the circle into 3 parts(it depends on how many colors you want to use), and do linear gradient respectively. You may have to do some math work to calculate the points.A little bit complex but a perfect gradient circle, see the circle on the right side
context.restoreGState()
let centerPointForCircle4 = CGPoint(x:850, y:550)
context.addArc(center: centerPointForCircle4, radius: radius, startAngle: CGFloat(Double.pi), endAngle: CGFloat(Double.pi*5/3), clockwise: false)
context.replacePathWithStrokedPath()
context.saveGState()
context.clip()
let colorCompoents2:[CGFloat] = [1, 0, 0, 1,
0, 1, 0, 1]
let locations2:[CGFloat] = [0,1]
let gradient2 = CGGradient(colorSpace: colorSpace, colorComponents: colorCompoents2,
locations: locations2, count: locations2.count)!
context.drawLinearGradient(gradient2, start: CGPoint(x:750, y:550), end: CGPoint(x:900, y:463), options: [.drawsBeforeStartLocation, .drawsAfterEndLocation])
context.restoreGState()
context.addArc(center: centerPointForCircle4, radius: radius, startAngle: CGFloat(Double.pi*5/3), endAngle: CGFloat(Double.pi*7/3), clockwise: false)
context.replacePathWithStrokedPath()
context.saveGState()
context.clip()
let colorCompoents3:[CGFloat] = [0, 1, 0, 1,
0, 0, 1, 1]
let gradient3 = CGGradient(colorSpace: colorSpace, colorComponents: colorCompoents3,
locations: locations2, count: locations2.count)!
context.drawLinearGradient(gradient3, start: CGPoint(x:900, y:463), end: CGPoint(x:900, y:637), options: [.drawsBeforeStartLocation, .drawsAfterEndLocation])
context.restoreGState()
context.addArc(center: centerPointForCircle4, radius: radius, startAngle: CGFloat(Double.pi*7/3), endAngle: CGFloat(Double.pi), clockwise: false)
context.replacePathWithStrokedPath()
context.saveGState()
context.clip()
let colorCompoents4:[CGFloat] = [0, 0, 1, 1,
1, 0, 0, 1]
let gradient4 = CGGradient(colorSpace: colorSpace, colorComponents: colorCompoents4,
locations: locations2, count: locations2.count)!
context.drawLinearGradient(gradient4, start: CGPoint(x:900, y:637), end: CGPoint(x:750, y:550), options: [.drawsBeforeStartLocation, .drawsAfterEndLocation])
let finalImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return finalImage
}
enter image description here
I spent a long time searching for how to do this, too, so I thought I'd post the way I ended up doing it. It turns out both answers are in the excellent answer to this question:
Draw segments from a circle or donut
For my purposes, I only used the drawing and gradient parts of that answer. The structure looks more or less like this...
CGContextRef context = UIGraphicsGetCurrentcontext();
CGFloat arcStartAngle = M_PI;
CGFloat arcEndAngle = 2 * M_PI;
CGPoint startPoint = CGPointMake(...);
CGPoint endPoint = CGPointMake(...);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGFloat colors[] =
{
1.0, 0.0, 0.0, 1.0, //RGBA values (so red to green in this case)
0.0, 1.0, 0.0, 1.0
};
CGGradientRef gradient = CGGradientCreateWithColorComponents(colorSpace, colors, NULL, 2);
//Where the 2 is for the number of color components. You can have more colors throughout //your gradient by adding to the colors[] array, and changing the components value.
CGColorSpaceRelease(colorSpace);
//Now for the arc part...
CGMutablePathRef arc = CGPathCreateMutable();
CGPathMoveToPoint(arc, NULL, startPoint.x, startPoint.y);
//Here, the CGPoint self.arcCenter is the point around which the arc is placed, so maybe the
//middle of your view. self.radius is the distance between this center point and the arc.
CGPathAddArc(arc, NULL, self.arcCenter.x, self.arcCenter.y, self.radius,
arcStartAngle, arcEndAngle, YES);
//This essentially draws along the path in an arc shape
CGPathRef strokedArc = CGPathCreateCopyByStrokingPath(arc, NULL, 5.0f,
kCGLineCapButt, kCGLineJoinMiter, 10);
CGContextSaveGState(context);
CGContextAddPath(context, strokedArc);
CGContextClip(context);
CGContextDrawLinearGradient(context, gradient, startPoint, endPoint, 0);
CGContextDrawPath(context, kCGPathFillStroke);
CGGradientRelease(gradient);
CGContextRestoreGState(context);
//This all draws a gradient that is much larger than the arc itself, but using
//CGContextClip, it clips out everything EXCEPT the colors in the arc. Saving and Restoring
//the state allows you to preserve any other drawing going on. If you didn't use these,
//then all other drawing would also be clipped.
I hope this helps. If any of this is unclear, I recommend you check out the question link above. The answer to that questions contains everything I used in this answer and a few more cool and useful drawing tips.