如何在Swift 3中使用@IBInspectable分别控制UIView的圆角? [英] How to control an UIView's rounded corners separately using @IBInspectable in Swift 3?
本文介绍了如何在Swift 3中使用@IBInspectable分别控制UIView的圆角?的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!
问题描述
这是我当前的代码:
override func viewDidLoad() {
super.viewDidLoad()
let rect = Draw(frame: CGRect(
origin: CGPoint(x: 50, y: 50),
size: CGSize(width: 100, height: 100)))
self.view.addSubview(rect)
}
推荐答案
使用此自定义类,基本上,您需要使用直线和四边形曲线创建贝塞尔曲线路径,并使用@IBInspectable
属性中的值处理每个角.
Use this custom class, basically you need create a bezier path, using lines and quad curves, handling every corner with values in @IBInspectable
properties.
//
// CornerView.swift
// UIViewCornerRounded
//
// Created by Reinier Melian on 21/07/2017.
// Copyright © 2017 Pruebas. All rights reserved.
//
import UIKit
@IBDesignable
class CornerView: UIView {
@IBInspectable var leftTopRadius : CGFloat = 0{
didSet{
self.applyMask()
}
}
@IBInspectable var rightTopRadius : CGFloat = 0{
didSet{
self.applyMask()
}
}
@IBInspectable var rightBottomRadius : CGFloat = 0{
didSet{
self.applyMask()
}
}
@IBInspectable var leftBottomRadius : CGFloat = 0{
didSet{
self.applyMask()
}
}
override func layoutSubviews() {
super.layoutSubviews()
self.applyMask()
}
// Only override draw() if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
/*override func draw(_ rect: CGRect) {
super.draw(rect)
}*/
func applyMask()
{
let shapeLayer = CAShapeLayer(layer: self.layer)
shapeLayer.path = self.pathForCornersRounded(rect:self.bounds).cgPath
shapeLayer.frame = self.bounds
shapeLayer.masksToBounds = true
self.layer.mask = shapeLayer
}
func pathForCornersRounded(rect:CGRect) ->UIBezierPath
{
let path = UIBezierPath()
path.move(to: CGPoint(x: 0 + leftTopRadius , y: 0))
path.addLine(to: CGPoint(x: rect.size.width - rightTopRadius , y: 0))
path.addQuadCurve(to: CGPoint(x: rect.size.width , y: rightTopRadius), controlPoint: CGPoint(x: rect.size.width, y: 0))
path.addLine(to: CGPoint(x: rect.size.width , y: rect.size.height - rightBottomRadius))
path.addQuadCurve(to: CGPoint(x: rect.size.width - rightBottomRadius , y: rect.size.height), controlPoint: CGPoint(x: rect.size.width, y: rect.size.height))
path.addLine(to: CGPoint(x: leftBottomRadius , y: rect.size.height))
path.addQuadCurve(to: CGPoint(x: 0 , y: rect.size.height - leftBottomRadius), controlPoint: CGPoint(x: 0, y: rect.size.height))
path.addLine(to: CGPoint(x: 0 , y: leftTopRadius))
path.addQuadCurve(to: CGPoint(x: 0 + leftTopRadius , y: 0), controlPoint: CGPoint(x: 0, y: 0))
path.close()
return path
}
}
这是结果
使用此值
希望这会有所帮助
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