UIBezierPathStudyDemo
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 | import UIKit import XCPlayground //创建view let myView = UIView ( frame : CGRectMake ( 0 , 0 , 300 , 200 )) //实时显示TimeLine XCPlaygroundPage . currentPage . liveView = myView myView . backgroundColor = UIColor . whiteColor () /************ 打开相应的注释, 就会自动显示在Timeline里面了*******/ /***********************基础使用****************************/ // 创建layer let myLayer = CAShapeLayer () myLayer . frame = CGRectMake ( 0 , 0 , 100 , 50 ) //myLayer.backgroundColor = UIColor.yellowColor().CGColor //创建贝塞尔曲线 //画正方形 let path = UIBezierPath ( rect : CGRectMake ( 50 , 10 , 50 , 50 )) //圆角长方形 let path2 = UIBezierPath ( roundedRect : CGRectMake ( 50 , 10 , 80 , 50 ), cornerRadius : 25 ) //画圆 let radius : CGFloat = 30.0 ; let startAngle : CGFloat = 0.0 ; let endAngle : CGFloat = CGFloat ( M_PI * 2 ) let path3 = UIBezierPath ( arcCenter : myView . center , radius : radius , startAngle : startAngle , endAngle : endAngle , clockwise : true ) //赋值path绘图案 myLayer . path = path3 . CGPath ; //layer填充颜色 myLayer . fillColor = UIColor . redColor (). CGColor //myLayer.fillColor = UIColor.clearColor().CGColor //layer描边颜色 myLayer . strokeColor = UIColor . whiteColor (). CGColor //添加layerd到view myView . layer . addSublayer ( myLayer ) /***********************基础使用****************************/ /* /***************通过控制点画贝塞尔曲线********************/ //开始点 let startPoint = CGPointMake(50, 100) //结束点 let endPoint = CGPointMake(250, 100) //中间控制点 //let controlPoint = CGPointMake(150, 40) let controlPoint = CGPointMake(116, 40) let controlPoint2 = CGPointMake(182, 180) //红色标示正方形begin 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 layer4 = CALayer() layer4.frame = CGRectMake(controlPoint2.x - 2.5, controlPoint2.y - 5, 5, 5) layer4.backgroundColor = UIColor.redColor().CGColor //红色标示正方形end //初始化 let path = UIBezierPath() let layer = CAShapeLayer() //设置开始点 path.moveToPoint(startPoint) //画线路径 参数:(结束点, 控制点) //path.addQuadCurveToPoint(endPoint, controlPoint: controlPoint) //多个控制点 path.addCurveToPoint(endPoint, controlPoint1: controlPoint, controlPoint2: controlPoint2) layer.path = path.CGPath layer.fillColor = UIColor.clearColor().CGColor layer.strokeColor = UIColor.blackColor().CGColor myView.layer.addSublayer(layer) myView.layer.addSublayer(layer1) myView.layer.addSublayer(layer2) myView.layer.addSublayer(layer3) myView.layer.addSublayer(layer4) /***************通过控制点画贝塞尔曲线********************/ */ /* /***********************添加动画****************************/ 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: "") } //animation1() animation2() animation3() /***********************添加动画****************************/ */ /* /******************画不标准图形**********************/ let finalSize = CGSizeMake(CGRectGetWidth(myView.frame), 200) let layerHeight = finalSize.height * 0.2 let layer = CAShapeLayer() let bezier = UIBezierPath() //左上角点 bezier.moveToPoint(CGPointMake(0, finalSize.height - layerHeight)) //画线到左下角 bezier.addLineToPoint(CGPointMake(0, finalSize.height - 1)) //画线到右下角 bezier.addLineToPoint(CGPointMake(finalSize.width, finalSize.height-1)) //画线到右上角 bezier.addLineToPoint(CGPointMake(finalSize.width, finalSize.height - layerHeight)) //从右上角画贝塞尔曲线到左上角 let controlP = CGPointMake(finalSize.width * 0.5, finalSize.height - layerHeight * 2) bezier.addQuadCurveToPoint(CGPointMake(0, finalSize.height - layerHeight), controlPoint: controlP) layer.path = bezier.CGPath layer.fillColor = UIColor.redColor().CGColor myView.layer.addSublayer(layer) /******************画不标准图形**********************/ */ /* /******************画微信眼睛**********************/ //first let eyeFirstLightLayer = CAShapeLayer() let centerPoint = CGPointMake(CGRectGetWidth(myView.frame) * 0.5, CGRectGetHeight(myView.frame) * 0.5) let startAngle = CGFloat(230.0 / 180.0 * M_PI) let endAngle = CGFloat(265.0 / 180.0 * M_PI) let path = UIBezierPath(arcCenter: centerPoint, radius: CGRectGetWidth(myView.frame) * 0.1, startAngle:startAngle, endAngle: endAngle, clockwise: true) eyeFirstLightLayer.borderColor = UIColor.blackColor().CGColor eyeFirstLightLayer.lineWidth = 5.0 eyeFirstLightLayer.path = path.CGPath eyeFirstLightLayer.fillColor = UIColor.clearColor().CGColor eyeFirstLightLayer.strokeColor = UIColor.darkGrayColor().CGColor myView.layer.addSublayer(eyeFirstLightLayer) //second let eyeSecondLightLayer = CAShapeLayer() let centerPoint2 = CGPointMake(CGRectGetWidth(myView.frame) * 0.5, CGRectGetHeight(myView.frame) * 0.5) let startAngle2 = CGFloat(211.0 / 180.0 * M_PI) let endAngle2 = CGFloat(220.0 / 180.0 * M_PI) let path2 = UIBezierPath(arcCenter: centerPoint2, radius: CGRectGetWidth(myView.frame) * 0.1, startAngle:startAngle2, endAngle: endAngle2, clockwise: true) eyeSecondLightLayer.borderColor = UIColor.blackColor().CGColor eyeSecondLightLayer.lineWidth = 5.0 eyeSecondLightLayer.path = path2.CGPath eyeSecondLightLayer.fillColor = UIColor.clearColor().CGColor eyeSecondLightLayer.strokeColor = UIColor.darkGrayColor().CGColor myView.layer.addSublayer(eyeSecondLightLayer) //ball let eyeBallLayer = CAShapeLayer() let centerPointBall = CGPointMake(CGRectGetWidth(myView.frame) * 0.5, CGRectGetHeight(myView.frame) * 0.5) let startAngleBall = CGFloat(0 / 180.0 * M_PI) let endAngleBall = CGFloat(360.0 / 180.0 * M_PI) let pathBall = UIBezierPath(arcCenter: centerPointBall, radius: CGRectGetWidth(myView.frame) * 0.15, startAngle:startAngleBall, endAngle: endAngleBall, clockwise: true) eyeBallLayer.borderColor = UIColor.blackColor().CGColor eyeBallLayer.lineWidth = 1.0 eyeBallLayer.path = pathBall.CGPath eyeBallLayer.fillColor = UIColor.clearColor().CGColor eyeBallLayer.strokeColor = UIColor.darkGrayColor().CGColor eyeBallLayer.anchorPoint = CGPointMake(0.5, 0.5) myView.layer.addSublayer(eyeBallLayer) //topEye let topEyeLayer = CAShapeLayer() let centerPointTopEye = CGPointMake(CGRectGetWidth(myView.frame) * 0.5, CGRectGetHeight(myView.frame) * 0.5) let startAngleTopEye = CGFloat(0 / 180.0 * M_PI) let endAngleTopEye = CGFloat(360.0 / 180.0 * M_PI) let pathTopEye = UIBezierPath() pathTopEye.moveToPoint(CGPointMake(0, CGRectGetHeight(myView.frame) * 0.5)) pathTopEye.addQuadCurveToPoint(CGPointMake(CGRectGetWidth(myView.frame), CGRectGetHeight(myView.frame) * 0.5), controlPoint: CGPointMake(CGRectGetWidth(myView.frame) * 0.5, centerPointTopEye.y - centerPointTopEye.y - 20)) topEyeLayer.borderColor = UIColor.blackColor().CGColor topEyeLayer.lineWidth = 1.0 topEyeLayer.path = pathTopEye.CGPath topEyeLayer.fillColor = UIColor.clearColor().CGColor topEyeLayer.strokeColor = UIColor.darkGrayColor().CGColor myView.layer.addSublayer(topEyeLayer) //BottomEye let bottomEyeLayer = CAShapeLayer() let centerPointBottomEye = CGPointMake(CGRectGetWidth(myView.frame) * 0.5, CGRectGetHeight(myView.frame) * 0.5) let startAngleBottomEye = CGFloat(0 / 180.0 * M_PI) let endAnglebottomEye = CGFloat(360.0 / 180.0 * M_PI) let pathBottomEye = UIBezierPath() pathBottomEye.moveToPoint(CGPointMake(0, CGRectGetHeight(myView.frame) * 0.5)) pathBottomEye.addQuadCurveToPoint(CGPointMake(CGRectGetWidth(myView.frame), CGRectGetHeight(myView.frame) * 0.5), controlPoint: CGPointMake(CGRectGetWidth(myView.frame) * 0.5, centerPointBottomEye.y * 2 + 20)) bottomEyeLayer.borderColor = UIColor.blackColor().CGColor bottomEyeLayer.lineWidth = 1.0 bottomEyeLayer.path = pathBottomEye.CGPath bottomEyeLayer.fillColor = UIColor.clearColor().CGColor bottomEyeLayer.strokeColor = UIColor.darkGrayColor().CGColor myView.layer.addSublayer(bottomEyeLayer) // 动画 private func setupAnimation(){ eyeFirstLightLayer.lineWidth = 0.0 eyeSecondLightLayer.lineWidth = 0.0 eyeBallLayer.opacity = 0.0 bottomEyeLayer.strokeStart = 0.5 bottomEyeLayer.strokeEnd = 0.5 topEyeLayer.strokeStart = 0.5 topEyeLayer.strokeEnd = 0.5 } private func eyeAnimation1() { let animation = CABasicAnimation(keyPath: "lineWidth") animation.fromValue = 0.0 animation.toValue = 5.0 animation.duration = 2 let animation2 = CABasicAnimation(keyPath: "lineWidth") animation2.fromValue = 0.0 animation2.toValue = 5.0 animation2.duration = 2 let animation3 = CABasicAnimation(keyPath: "opacity") animation3.fromValue = 0.0 animation3.toValue = 5.0 animation3.duration = 5 eyeFirstLightLayer.addAnimation(animation, forKey: "") eyeSecondLightLayer.addAnimation(animation2, forKey: "") eyeBallLayer.addAnimation(animation3, forKey: "") eyeFirstLightLayer.lineWidth = 5.0 eyeSecondLightLayer.lineWidth = 5.0 eyeBallLayer.opacity = 1.0 } private func topEyeLayerAnimation() { 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 topEyeLayer.addAnimation(animation, forKey: "") topEyeLayer.addAnimation(animation2, forKey: "") topEyeLayer.strokeStart = 0 topEyeLayer.strokeEnd = 1 } private func eyeBottomAnimation() { 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 bottomEyeLayer.addAnimation(animation, forKey: "") bottomEyeLayer.addAnimation(animation2, forKey: "") bottomEyeLayer.strokeStart = 0 bottomEyeLayer.strokeEnd = 1 } //初始化 setupAnimation() //中间圆动画 eyeAnimation1() //眼睛上部分动画 topEyeLayerAnimation() //眼睛下部分动画 eyeBottomAnimation() /******************画微信眼睛**********************/ */ |
【推荐】国内首个AI IDE,深度理解中文开发场景,立即下载体验Trae
【推荐】编程新体验,更懂你的AI,立即体验豆包MarsCode编程助手
【推荐】抖音旗下AI助手豆包,你的智能百科全书,全免费不限次数
【推荐】轻量又高性能的 SSH 工具 IShell:AI 加持,快人一步
· SQL Server 2025 AI相关能力初探
· Linux系列:如何用 C#调用 C方法造成内存泄露
· AI与.NET技术实操系列(二):开始使用ML.NET
· 记一次.NET内存居高不下排查解决与启示
· 探究高空视频全景AR技术的实现原理
· 阿里最新开源QwQ-32B,效果媲美deepseek-r1满血版,部署成本又又又降低了!
· AI编程工具终极对决:字节Trae VS Cursor,谁才是开发者新宠?
· 开源Multi-agent AI智能体框架aevatar.ai,欢迎大家贡献代码
· Manus重磅发布:全球首款通用AI代理技术深度解析与实战指南
· 被坑几百块钱后,我竟然真的恢复了删除的微信聊天记录!
2015-10-14 最简单也最难——如何获取到Android控件的高度
2015-10-14 Android新增API之AudioEffect中文API与应用实例
2013-10-14 Android之动态改变控件大小
2013-10-14 android适配各种分辨率的问题