uibezierpath

How to transform UIBezierPath with UITouch

杀马特。学长 韩版系。学妹 提交于 2020-03-25 16:11:20
问题 i am trying to change the shape of UIBezierPath that i have created like in this tutorial: [https://www.appcoda.com/bezier-paths-introduction/] thats my code: class Geometry: UIView { //var path: UIBezierPath! var path = UIBezierPath() override func draw(_ rect: CGRect) { createLine(x: 100, y: 100) } override init(frame: CGRect) { super.init(frame: frame) self.backgroundColor = UIColor.white } required init?(coder aDecoder: NSCoder) { super.init(coder: aDecoder) } func transformShape(x

How to transform UIBezierPath with UITouch

微笑、不失礼 提交于 2020-03-25 16:10:41
问题 i am trying to change the shape of UIBezierPath that i have created like in this tutorial: [https://www.appcoda.com/bezier-paths-introduction/] thats my code: class Geometry: UIView { //var path: UIBezierPath! var path = UIBezierPath() override func draw(_ rect: CGRect) { createLine(x: 100, y: 100) } override init(frame: CGRect) { super.init(frame: frame) self.backgroundColor = UIColor.white } required init?(coder aDecoder: NSCoder) { super.init(coder: aDecoder) } func transformShape(x

How to transform UIBezierPath with UITouch

*爱你&永不变心* 提交于 2020-03-25 16:10:27
问题 i am trying to change the shape of UIBezierPath that i have created like in this tutorial: [https://www.appcoda.com/bezier-paths-introduction/] thats my code: class Geometry: UIView { //var path: UIBezierPath! var path = UIBezierPath() override func draw(_ rect: CGRect) { createLine(x: 100, y: 100) } override init(frame: CGRect) { super.init(frame: frame) self.backgroundColor = UIColor.white } required init?(coder aDecoder: NSCoder) { super.init(coder: aDecoder) } func transformShape(x

Unable to create circle using UIBezierPath and SCNShape

*爱你&永不变心* 提交于 2020-03-19 07:41:09
问题 Anyone familiar with using curved UIBezierPaths to create a SCNShape in ARKit? I'm creating a closed circle path, but I get a diamond shape in my ARKit scene. Here is the code I use to create the bezier path and SCNShape: let radius : CGFloat = 1.0 let outerPath = UIBezierPath(ovalIn: CGRect(x: -radius, y: -radius, width: 2* radius, height: 2* radius)) let material = SCNMaterial() material.diffuse.contents = UIColor.blue material.isDoubleSided = true material.ambient.contents = UIColor.black

iOS BeizierPath 绘图

牧云@^-^@ 提交于 2020-03-02 06:18:10
iOS BeizierPath 绘图 最近工作,因为是一款理财的产品,所以进度条改成圆,当然也参考了几篇优秀的博文,稍后一一罗列,下面简单介绍:使用UIBezierPath类可以创建基于矢量的路径,这个类在UIKit中。此类是Core Graphics框架关于path的一个封装。使用此类可以定义简单的形状,如椭圆或者矩形,或者有多个直线和曲线段组成的形状。 Bezier Path 基础 UIBezierPath对象是CGPathRef数据类型的封装。path如果是基于矢量形状的,都用直线和曲线段去创建。 我们使用直线段去创建矩形和多边形,使用曲线段去创建弧(arc),圆或者其他复杂的曲线形状。每一段都包括一个或者多个点,绘图命令定义如何去诠释这些点。每一个直线段或者曲线段的结束的地方是下一个的开始的地方。每一个连接的直线或者曲线段的集 合成为subpath。一个UIBezierPath对象定义一个完整的路径包括一个或者多个subpaths。 创建和使用一个path对象的过程是分开的。创建path是第一步,包含一下步骤: (1)创建一个Bezier path对象。 (2)使用方法moveToPoint:去设置初始线段的起点。 (3)添加line或者curve去定义一个或者多个subpaths。 (4)改变UIBezierPath对象跟绘图相关的属性。 当创建path

给view某个角 设置圆角

梦想与她 提交于 2020-02-29 02:10:39
如果需要将UIView的4个角全部都为圆角,做法相当简单,只需设置其Layer的 cornerRadius 属性即可(项目需要使用QuartzCore框架)。而若要指定某几个角(小于4)为圆角而别的不变时,这种方法就不好用了。 对于这种情况,Stackoverflow上提供了 几种解决方案 。其中最简单优雅的方案,就是使用 UIBezierPath 。下面给出一段示例代码。 UIView *view2 = [[UIView alloc] initWithFrame:CGRectMake(120, 10, 80, 80)]; view2.backgroundColor = [UIColor redColor];[self.view addSubview:view2]; UIBezierPath *maskPath = [UIBezierPath bezierPathWithRoundedRect:view2.bounds byRoundingCorners:UIRectCornerBottomLeft | UIRectCornerBottomRight cornerRadii:CGSizeMake(10, 10)]; CAShapeLayer *maskLayer = [[CAShapeLayer alloc] init]; maskLayer.frame = view2

Drawing Rounded Corners Using UIBezierPath

帅比萌擦擦* 提交于 2020-02-24 06:31:08
问题 I have a design element that I'm having trouble figuring out; hoping someone may be able to point me in the right direction. The element I am trying to build is like so; Effectively, it's a rounded rectangle with a stroke on the left, top, and right sides (the bottom should have no stroke). I've dabbled in using the following code; // Create the rounded rectangle let maskPath = UIBezierPath(roundedRect: myView.bounds, byRoundingCorners: [.topLeft, .topRight], cornerRadii: CGSize(width: 4.0,

Swift UIBezierPath Different Coordinate Starting Point

|▌冷眼眸甩不掉的悲伤 提交于 2020-02-06 07:41:20
问题 I have an UIBezierPath arrow that I found here. My goal is to pass the function "addArrows" a list of player arrays and draw arrows between them. This code works great... except when I call addArrows(gameScene: scene, from: [1, 3], to: [1, 3]) or addArrows(gameScene: scene, from: [2, 3], to: [2, 3]) . This should create arrows between players 1 and 3 (1st call), and 2 and 3 (2nd call). However, it is creating arrows between players 2 and 3 (1st call) and players 1 and 3 (2nd call). I have

iOS UIImage设置圆角

元气小坏坏 提交于 2020-01-26 10:34:34
新建UIImage分类如下: @interface UIImage (RoundedRectImage) - (UIImage *)setRoundedCorners:(CGFloat)radius andSize:(CGSize)size; @end #import "UIImage+RoundedRectImage.h" @implementation UIImage (RoundedRectImage) - (UIImage *)setRoundedCorners:(CGFloat)radius andSize:(CGSize)size{ CGRect rect = CGRectMake(0, 0, size.width, size.height); UIGraphicsBeginImageContextWithOptions(size, NO, [UIScreen mainScreen].scale); CGContextRef ctx = UIGraphicsGetCurrentContext(); UIBezierPath * path = [UIBezierPath bezierPathWithRoundedRect:rect byRoundingCorners:UIRectCornerAllCorners cornerRadii:CGSizeMake(radius,

Why is the hitTest / tap detection within a bezier path producing inaccurate results in the following scenario?

≡放荡痞女 提交于 2020-01-25 00:28:32
问题 I need to detect taps within a very specific area of my UI - a piano key that's at an angle, highlighted in blue here, but the way I have it currently set up, the detection is inaccurate: Since this isn't a simple rectangle, I can't just use a regular button. Instead, I decided to use the PaintCode plugin in order to create the bezier path directly from Sketch . Before you say this question is a duplicate: yes, I am aware of this question that was asked previously, and in fact I relied