J'ai souvent besoin d'arrondir seulement deux coins dans une vue, et j'ai parfois besoin d'utiliser des gradients. J'ai trouvé que la solution commune d'utiliser un CALayerMask est préjudiciable aux performances, donc j'ai conçu ma propre solution en remplaçant drawRect(rect: CGRect)
. Cela fonctionne bien, offrant un moyen facile d'arrondir certains ou tous les coins, de dessiner une bordure et d'utiliser des remplissages de dégradés linéaires et radiaux, même en étant capable de définir des arrêts de couleur pour les dégradés.Comment puis-je animer les propriétés de mon UIView personnalisé?
Malheureusement, lorsque j'essaie d'animer ces propriétés avec UIView.animateWithDuration
, mes coins, dégradés et bordures ne s'animent pas. Au contraire, ils semblent "étirés" dans l'état initial, puis animés à l'état final. J'ai lu que cela peut être résolu avec l'animation CALayer, mais je ne suis pas très clair sur la nature du problème. Y a-t-il un moyen de résoudre cela comme le fait la classe maintenant? Si non, quand est drawRect(rect: CGRect)
préférable à drawLayer(layer: CALayer, inContext ctx: CGContext)
?
Je suis également ouvert aux suggestions générales sur l'amélioration de cette classe.
AppocalypseUI.swift (des fonctions de soutien aux opérations de l'assurance-chômage)
//
// AppocalypseUI.swift
// Soapbox
//
// Created by Joseph Falcone on 6/2/16.
// Copyright © 2016 Joseph Falcone. All rights reserved.
//
import UIKit
class AppocalypseUI: NSObject
{
/// Generates an array of CGFloat values ranging from 0.0-1.0 which represent the color stops in a gradient
class func makeLinearColorStops(numStops:Int) -> [CGFloat]
{
assert(numStops >= 2, "Must have at least two color stops.")
let stepIncrement = 1.0/Double(numStops-1)
var returnArr : [CGFloat] = []
// The first stop is always 0
returnArr += [0.0]
for i in 1 ..< numStops-1
{
let stepVal = stepIncrement*Double(i)
let stepFactor = CGFloat(fmod(stepVal, 1.0))
returnArr += [stepFactor]
}
// The last stop is always 1
returnArr += [1.0]
// Fini
return returnArr
}
/// Returns the stop colors in an array
class func colorsAlongArray(colorArr:[UIColor], steps:Int) -> [UIColor]
{
let arrCount = colorArr.count
let stepIncrement = Double(arrCount)/Double(steps)
var returnArr : [UIColor] = []
for i in 0..<steps
{
let stepVal = stepIncrement*Double(i)
let stepFactor = CGFloat(fmod(stepVal, 1.0))
let stepIndex1 = Int(floor(stepVal/1.0))
var stepIndex2 = Int(ceil(stepVal/1.0))
if(stepIndex2 > arrCount-1)
{stepIndex2 = arrCount-1}
let color1 = colorArr[stepIndex1]
let color2 = colorArr[stepIndex2]
let color = colorByInterpolatingColors(color1, color2: color2, factor: stepFactor)
returnArr += [color]
}
return returnArr
}
/// Returns a color between two colors on a gradient
class func colorByInterpolatingColors(color1:UIColor, color2:UIColor, factor:CGFloat) -> UIColor
{
let startComponent = CGColorGetComponents(color1.CGColor)
let endComponent = CGColorGetComponents(color2.CGColor)
let startAlpha = CGColorGetAlpha(color1.CGColor)
let endAlpha = CGColorGetAlpha(color2.CGColor)
let r = startComponent[0] + (endComponent[0] - startComponent[0]) * factor
let g = startComponent[1] + (endComponent[1] - startComponent[1]) * factor
let b = startComponent[2] + (endComponent[2] - startComponent[2]) * factor
let a = startAlpha + (endAlpha - startAlpha) * factor
return UIColor(red: r, green: g, blue: b, alpha: a)
}
/* No longer needed
class func getFloatArrayFromNSNumbers(numbers:[NSNumber]) -> [CGFloat]
{
var returnArr : [CGFloat] = []
for number in numbers
{
returnArr += [CGFloat(number.floatValue)]
}
return returnArr
}
*/
/// Returns an array containing the RGBA components of an array of colors
class func getFloatArrayFromUIColors(colors:[UIColor]) -> [CGFloat]
{
var returnArr : [CGFloat] = []
for color : UIColor in colors
{
var red : CGFloat = 0.0
var green : CGFloat = 0.0
var blue : CGFloat = 0.0
var alpha : CGFloat = 0.0
color.getRed(&red, green: &green, blue: &blue, alpha: &alpha)
/*
// This check and backup should probably be implemented later, but it seems to fail when it shouldn't...probably improper use of optionals
if(color?.getRed(&red, green: &green, blue: &blue , alpha: &alpha) == nil)
{
// If for some reason the above function call fails, try this method of getting RGBA instead
let components = CGColorGetComponents(color?.CGColor)
red = components[0]
green = components[1]
blue = components[2]
alpha = components[3]
}
*/
returnArr += [red, green, blue, alpha]
}
return returnArr
}
/// Returns a path for a rectangle with rounded corners
class func newPathForRoundedRect(rect:CGRect, radiusTL radTL:CGFloat, radiusTR radTR:CGFloat, radiusBL radBL:CGFloat, radiusBR radBR:CGFloat, edges:UIRectEdge = .All) -> CGPathRef
{
let retPath = CGPathCreateMutable()
// Convenience
let rectL = rect.origin.x
let rectR = rect.origin.x+rect.size.width
let rectT = rect.origin.y
let rectB = rect.origin.y+rect.size.height
// Starting from the top left arc, move clockwise
let p1 = CGPointMake(rectL , rectT+radTL)
let p2 = CGPointMake(rectL+radTL, rectT)
let p3 = CGPointMake(rectR-radTR, rectT)
let p4 = CGPointMake(rectR , rectT+radTR)
let p5 = CGPointMake(rectR , rectB-radBR)
let p6 = CGPointMake(rectR-radBR, rectB)
let p7 = CGPointMake(rectL+radBL, rectB)
let p8 = CGPointMake(rectL , rectB-radBL)
let c1 = CGPointMake(rect.origin.x , rect.origin.y)
let c2 = CGPointMake(rect.origin.x+rect.size.width , rect.origin.y)
let c3 = CGPointMake(rect.origin.x+rect.size.width , rect.origin.y+rect.size.height)
let c4 = CGPointMake(rect.origin.x , rect.origin.y+rect.size.height)
if(edges.contains(.All) || (edges.contains(.Left) && edges.contains(.Right) && edges.contains(.Top) && edges.contains(.Bottom)))
{
CGPathMoveToPoint(retPath, nil, p1.x, p1.y)
CGPathAddArcToPoint (retPath, nil, c1.x, c1.y, p2.x, p2.y, radTL)
CGPathAddLineToPoint(retPath, nil, p3.x, p3.y)
CGPathAddArcToPoint (retPath, nil, c2.x, c2.y, p4.x, p4.y, radTR)
CGPathAddLineToPoint(retPath, nil, p5.x, p5.y)
CGPathAddArcToPoint (retPath, nil, c3.x, c3.y, p6.x, p6.y, radBR)
CGPathAddLineToPoint(retPath, nil, p7.x, p7.y)
CGPathAddArcToPoint (retPath, nil, c4.x, c4.y, p8.x, p8.y, radBL)
CGPathAddLineToPoint(retPath, nil, p1.x, p1.y)
CGPathCloseSubpath(retPath)
return retPath
}
if(edges.contains(.Top))
{
CGPathMoveToPoint(retPath, nil, p1.x, p1.y)
CGPathAddArcToPoint (retPath, nil, c1.x, c1.y, p2.x, p2.y, radTL)
CGPathAddLineToPoint(retPath, nil, p3.x, p3.y)
CGPathAddArcToPoint (retPath, nil, c2.x, c2.y, p4.x, p4.y, radTR)
}
if(edges.contains(.Right))
{
CGPathMoveToPoint(retPath, nil, p3.x, p3.y)
CGPathAddArcToPoint (retPath, nil, c2.x, c2.y, p4.x, p4.y, radTR)
CGPathAddLineToPoint(retPath, nil, p5.x, p5.y)
CGPathAddArcToPoint (retPath, nil, c3.x, c3.y, p6.x, p6.y, radBR)
}
if(edges.contains(.Bottom))
{
CGPathMoveToPoint(retPath, nil, p5.x, p5.y)
CGPathAddArcToPoint (retPath, nil, c3.x, c3.y, p6.x, p6.y, radBR)
CGPathAddLineToPoint(retPath, nil, p7.x, p7.y)
CGPathAddArcToPoint (retPath, nil, c4.x, c4.y, p8.x, p8.y, radBL)
}
if(edges.contains(.Left))
{
CGPathMoveToPoint(retPath, nil, p7.x, p7.y)
CGPathAddArcToPoint (retPath, nil, c4.x, c4.y, p8.x, p8.y, radBL)
CGPathAddLineToPoint(retPath, nil, p1.x, p1.y)
CGPathAddArcToPoint (retPath, nil, c1.x, c1.y, p2.x, p2.y, radTL)
}
return retPath
}
}
JFStylishView.swift
//
// JFStylishView.swift
// Soapbox
//
// Created by Joseph Falcone on 6/2/16.
// Copyright © 2016 Joseph Falcone. All rights reserved.
//
import UIKit
enum GradientType
{
case Linear
case Radial
}
private enum BackgroundFillType
{
case Solid
case Gradient
}
class JFStylishView : UIView
{
// Rounded Corners
var cornerTL : CGFloat = 0.0
var cornerTR : CGFloat = 0.0
var cornerBR : CGFloat = 0.0
var cornerBL : CGFloat = 0.0
// Border
var borderWidth : CGFloat = 4.0
var borderColor = UIColor.greenColor()
// Colors
private var trueBackgroundColor = UIColor.clearColor() // The backgroundColor property has to be clear so that the layer doesn't draw behind the clipping area, so we use this to track what the user wants
private var bgColors : [CGFloat] = [] // array of colors used in drawrect
// Gradient points
private var gradientStart = CGPointMake(0.5, 0.0)
private var gradientEnd = CGPointMake(0.5, 1.0)
private var gradientColorStops : [CGFloat] = []
// Gradient type
private var gradientType : GradientType = .Linear
// Background Mode
private var backgroundFillType : BackgroundFillType = .Solid
// var shadowLayer: CAShapeLayer! // Not ready for this yet
// MARK: Initialization
override init(frame: CGRect)
{
super.init(frame:frame)
}
required init?(coder aDecoder: NSCoder)
{
super.init(coder:aDecoder)
}
override func awakeFromNib()
{
super.awakeFromNib()
}
func initStylishStuff()
{
cornerTL = 0.0
}
// MARK: Color
private func getFillType() -> BackgroundFillType
{
// Rather than keeping a variable for this that gets set everywhere, we'll just use this getter to figure out what type we are using.
// Of course, if I get sloppy and don't make the unused elements empty when setting another fill parameter, this could produce a bug.
// RULES
// If using a gradient, trueBackgroundColor will be clear
// If using solid, bgColors will be empty
// If patterns are ever added, the above will be empty
if(bgColors.count == 0)
{return .Solid}
if(trueBackgroundColor == UIColor.clearColor())
{return .Gradient}
// Default
return .Solid
}
override var backgroundColor: UIColor?
{
get
{
return trueBackgroundColor
}
set
{
trueBackgroundColor = backgroundColor!
super.backgroundColor = UIColor.clearColor()
//bgColorArr = []
bgColors = []
backgroundFillType = .Solid
}
/*
// Property observer - whenever the background color is
didSet
{
bgColorArr = []
bgColors = []
// bgColorArr = [backgroundColor!]
// bgColors = AppocalypseUI.getFloatArrayFromUIColors([backgroundColor!, backgroundColor!])
}
*/
}
// // Convenient...maybe we shouldn't include this?
// func setBackgroundGradient(topColor:UIColor, bottomColor:UIColor)
// {
// bgColorArr = [topColor, bottomColor]
// bgColors = AppocalypseUI.getFloatArrayFromUIColors([topColor, bottomColor])
// }
// Default is linear, top to bottom
// startPoint, endPoint should be coordinates of 0.0-1.0
func setBackgroundGradient(colors:[UIColor], stops:[CGFloat]? = nil, startPoint:CGPoint?=nil, endPoint:CGPoint?=nil, type:GradientType = .Linear)
{
assert(colors.count > 1, "At least two colors must be specified.")
// We won't be using the backgroundColor property when drawing a gradient
trueBackgroundColor = UIColor.clearColor()
// Calculate the stops if they were not specified
var stops = stops // arguments are immutable, but we can declare a variable with the same name
if(stops == nil)
{
stops = AppocalypseUI.makeLinearColorStops(colors.count)
}
// Provide default start and end points if necessary
gradientType = type
switch type
{
case .Linear: // top to bottom
gradientStart = startPoint == nil ? CGPointZero : startPoint!
gradientEnd = endPoint == nil ? CGPointMake(0, 1.0) : endPoint!
case .Radial: // center to top
gradientStart = startPoint == nil ? CGPointMake(0.5, 0.5) : startPoint!
gradientEnd = endPoint == nil ? CGPointMake(0.5, 0) : endPoint!
}
assert(colors.count == stops?.count, "The number of colors and stops must be equal.")
//bgColorArr = colors
bgColors = AppocalypseUI.getFloatArrayFromUIColors(colors)
gradientColorStops = stops!
}
/*
override func layoutSubviews()
{
super.layoutSubviews()
if shadowLayer == nil
{
shadowLayer = CAShapeLayer()
shadowLayer.path = UIBezierPath(roundedRect: bounds, cornerRadius: 12).CGPath
//shadowLayer.fillColor = UIColor.whiteColor().CGColor
shadowLayer.fillColor = UIColor.clearColor().CGColor
shadowLayer.shadowColor = UIColor.darkGrayColor().CGColor
shadowLayer.shadowPath = shadowLayer.path
shadowLayer.shadowOffset = CGSize(width: 2.0, height: 2.0)
shadowLayer.shadowOpacity = 0.8
shadowLayer.shadowRadius = 2
//layer.insertSublayer(shadowLayer, atIndex: 0)
layer.insertSublayer(shadowLayer, below: nil) // also works
}
}
*/
// MARK: Drawing
// override func drawLayer(layer: CALayer, inContext ctx: CGContext) {
//
// }
override func drawRect(rect: CGRect)
{
// Get the current context
let context = UIGraphicsGetCurrentContext()
// Make the background gradient
let baseSpace = CGColorSpaceCreateDeviceRGB();
let gradient = CGGradientCreateWithColorComponents(baseSpace, bgColors, gradientColorStops, gradientColorStops.count);
// Set the border color and stroke
CGContextSetLineWidth(context, borderWidth);
CGContextSetStrokeColorWithColor(context, borderColor.CGColor);
// Fill in the background, inset by the border
let bgRect = CGRectMake(bounds.origin.x+borderWidth , bounds.origin.y+borderWidth , bounds.size.width-borderWidth*2, bounds.size.height-borderWidth*2);
let borderRect = CGRectMake(bounds.origin.x+borderWidth/2, bounds.origin.y+borderWidth/2, bounds.size.width-borderWidth , bounds.size.height-borderWidth);
let bgPath = AppocalypseUI.newPathForRoundedRect(bgRect, radiusTL: cornerTL, radiusTR: cornerTR, radiusBL: cornerBL, radiusBR: cornerBR)
let borderPath = AppocalypseUI.newPathForRoundedRect(borderRect, radiusTL: cornerTL, radiusTR: cornerTR, radiusBL: cornerBL, radiusBR: cornerBR)
CGContextStrokePath(context)
// Background
CGContextSaveGState(context); // Saves the state from before we clipped to the path
CGContextAddPath(context, bgPath);
CGContextClip(context); // Makes the background fill only the path
switch getFillType()
{
case .Gradient:
let gradientStartInPoints = CGPointMake(gradientStart.x*bounds.size.width, gradientStart.y*bounds.size.height);
let gradientEndInPoints = CGPointMake(gradientEnd.x*bounds.size.width, gradientEnd.y*bounds.size.height);
switch(gradientType)
{
case .Linear:
CGContextDrawLinearGradient(context, gradient, gradientStartInPoints, gradientEndInPoints, []); // Draw a vertical gradient
case .Radial:
// A radial gradient might not fill the layer...first, fill it with the end color
UIColor(red: bgColors[bgColors.count-4], green: bgColors[bgColors.count-3], blue: bgColors[bgColors.count-2], alpha: bgColors[bgColors.count-1]).setFill()
CGContextAddPath(context, bgPath); // Not sure why I need this...TODO: Investigate
CGContextFillPath(context)
let endRadius = hypot(gradientStartInPoints.x-gradientEndInPoints.x, gradientStartInPoints.y-gradientEndInPoints.y)
CGContextDrawRadialGradient(context, gradient, gradientStartInPoints, 0, gradientStartInPoints, endRadius, [])
}
case .Solid:
trueBackgroundColor.setFill()
CGContextFillPath(context)
}
CGContextRestoreGState(context); // Now we are no longer clipped to the path
// Border
CGContextAddPath(context, borderPath);
CGContextStrokePath(context);
}
// MARK: Convenience
func removeAllSubviews()
{
for view in subviews
{view.removeFromSuperview()}
}
}
Je préfère utiliser UIView.animateWithDuration moins verbeux si possible. – GoldenJoe
Je pense que si vous animez UIView transformer devrait également fonctionner, pourquoi ne pas l'essayer? –