如何在UIImageView底部应用曲线? [英] How to apply Curve at bottom of UIImageView?

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本文介绍了如何在UIImageView底部应用曲线?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

我想屏蔽并在图像视图底部添加一些曲线。我试过下面的代码。

 扩展名UIImage {
var roundedImage:UIImage {
let rect = CGRect (origin:CGPoint(x:0,y:0),size:self.size)
UIGraphicsBeginImageContextWithOptions(self.size,false,1)
UIBezierPath(
roundedRect:rect,
cornerRadius:self.size.height
).addClip()
self.draw(in:rect)
返回UIGraphicsGetImageFromCurrentImageContext()!
}
}

但没有获得成功。
让我把UI放在这里,我想在屏幕上显示。



让我知道如何在swift中显示UIImageView上面的屏幕截图。



我在Android中发现了一些完整的东西,但在iOS中没有。



链接:



对于任何类型的视图,添加 curvedPercent 参数

  func pathCurvedForView(givenView:UIView,curvedPercent:CGFloat) - > UIBezierPath 
{
let arrowPath = UIBezierPath()
arrowPath.move(to:CGPoint(x:0,y:0))
arrowPath.addLine(to:CGPoint(x:givenView。 bounds.size.width,y:0))
arrowPath.addLine(to:CGPoint(x:givenView.bounds.size.width,y:givenView.bounds.size.height))
arrowPath。 addQuadCurve(to:CGPoint(x:0,y:givenView.bounds.size.height),controlPoint:CGPoint(x:givenView.bounds.size.width / 2,y:givenView.bounds.size.height-givenView.bounds .size.height * curvedPercent))
arrowPath.addLine(to:CGPoint(x:0,y:0))
arrowPath.close()

return arrowPath
}

func applyCurvedPath(givenView:UIView,curvedPercent:CGFloat){
guard curvedPercent& lt; = 1&& curvedPercent> = 0 else {
return
}

let shapeLayer = CAShapeLayer(layer:givenView.layer)
shapeLayer.path = self.pathCurvedForView(givenView: givenView,curvedPercent:curvedPercent).cgPath
shapeLayer.frame = givenView.bounds
shapeLayer.masksToBounds = true
givenView.layer.mask = shapeLayer
}

我该如何使用?

  self.applyCurvedPath(givenView:self.customView,curvedPercent:0.5)

结果 curvedPercent = 0.5





结果 curvedPercent = 0.1





的结果curvedPercent = 0.9





UPDATE



对于倒置曲线,用此替换原始 pathCurvedForView 方法

  func pathCurvedForView(givenView:UIView,curvedPercent:CGFloat) - > UIBezierPath 
{
let arrowPath = UIBezierPath()
arrowPath.move(to:CGPoint(x:0,y:0))
arrowPath.addLine(to:CGPoint(x:givenView.bounds.size.width,y:0))
arrowPath.addLine(to:CGPoint(x:givenView.bounds.size.width,y:givenView.bounds.size.height - (givenView.bounds.size.height * curvedPercent)))
arrowPath.addQuadCurve(to :CGPoint(x:0,y:givenView.bounds.size.height - (givenView.bounds.size.height * curvedP) ercent)),controlPoint:CGPoint(x:givenView.bounds.size.width / 2,y:givenView.bounds.size.height))
arrowPath.addLine(to:CGPoint(x:0,y:0) ))
arrowPath.close()

返回arrowPath
}

结果




I want to mask and add some curve at bottom of image view. i have try below code .

extension UIImage{
    var roundedImage: UIImage {
        let rect = CGRect(origin:CGPoint(x: 0, y: 0), size: self.size)
        UIGraphicsBeginImageContextWithOptions(self.size, false, 1)
        UIBezierPath(
            roundedRect: rect,
            cornerRadius: self.size.height
            ).addClip()
        self.draw(in: rect)
        return UIGraphicsGetImageFromCurrentImageContext()!
    }
  }

But not getting success. Let me put UI here that i want to show in screen.

Let me know how to show UIImageView Like above screen shots in swift.

I have found some use full thing in android but not in iOS.

Link : Crescento View

解决方案

As I said in my comment you need to make your own UIBezierPath adding a quad curve in the bottom part of your path, the curvedPercent will be how pronounced your curve will be, you can adjust it as you need it

Custom UIImageView class

@IBDesignable
class CurvedUIImageView: UIImageView {

    private func pathCurvedForView(givenView: UIView, curvedPercent:CGFloat) ->UIBezierPath
    {
        let arrowPath = UIBezierPath()
        arrowPath.move(to: CGPoint(x:0, y:0))
        arrowPath.addLine(to: CGPoint(x:givenView.bounds.size.width, y:0))
        arrowPath.addLine(to: CGPoint(x:givenView.bounds.size.width, y:givenView.bounds.size.height))
        arrowPath.addQuadCurve(to: CGPoint(x:0, y:givenView.bounds.size.height), controlPoint: CGPoint(x:givenView.bounds.size.width/2, y:givenView.bounds.size.height-givenView.bounds.size.height*curvedPercent))
        arrowPath.addLine(to: CGPoint(x:0, y:0))
        arrowPath.close()

        return arrowPath
    }

    @IBInspectable var curvedPercent : CGFloat = 0{
        didSet{
            guard curvedPercent <= 1 && curvedPercent >= 0 else{
                return
            }

            let shapeLayer = CAShapeLayer(layer: self.layer)
            shapeLayer.path = self.pathCurvedForView(givenView: self,curvedPercent: curvedPercent).cgPath
            shapeLayer.frame = self.bounds
            shapeLayer.masksToBounds = true
            self.layer.mask = shapeLayer
        }
    }

}

Result in Storyboard as is Designable

For any kind of View, added curvedPercent parameter

func pathCurvedForView(givenView: UIView, curvedPercent:CGFloat) ->UIBezierPath
    {
        let arrowPath = UIBezierPath()
        arrowPath.move(to: CGPoint(x:0, y:0))
        arrowPath.addLine(to: CGPoint(x:givenView.bounds.size.width, y:0))
        arrowPath.addLine(to: CGPoint(x:givenView.bounds.size.width, y:givenView.bounds.size.height))
        arrowPath.addQuadCurve(to: CGPoint(x:0, y:givenView.bounds.size.height), controlPoint: CGPoint(x:givenView.bounds.size.width/2, y:givenView.bounds.size.height-givenView.bounds.size.height*curvedPercent))
        arrowPath.addLine(to: CGPoint(x:0, y:0))
        arrowPath.close()

        return arrowPath
    }

func applyCurvedPath(givenView: UIView,curvedPercent:CGFloat) {
    guard curvedPercent <= 1 && curvedPercent >= 0 else{
        return
    }

    let shapeLayer = CAShapeLayer(layer: givenView.layer)
    shapeLayer.path = self.pathCurvedForView(givenView: givenView,curvedPercent: curvedPercent).cgPath
    shapeLayer.frame = givenView.bounds
    shapeLayer.masksToBounds = true
    givenView.layer.mask = shapeLayer
}

How can I use it?

self.applyCurvedPath(givenView: self.customView,curvedPercent: 0.5)

Result for curvedPercent = 0.5

Result for curvedPercent = 0.1

Result for curvedPercent = 0.9

UPDATE

For inverted curve replace original pathCurvedForView method by this one

func pathCurvedForView(givenView: UIView, curvedPercent:CGFloat) ->UIBezierPath
{
    let arrowPath = UIBezierPath()
    arrowPath.move(to: CGPoint(x:0, y:0))
    arrowPath.addLine(to: CGPoint(x:givenView.bounds.size.width, y:0))
    arrowPath.addLine(to: CGPoint(x:givenView.bounds.size.width, y:givenView.bounds.size.height - (givenView.bounds.size.height*curvedPercent)))
    arrowPath.addQuadCurve(to: CGPoint(x:0, y:givenView.bounds.size.height - (givenView.bounds.size.height*curvedPercent)), controlPoint: CGPoint(x:givenView.bounds.size.width/2, y:givenView.bounds.size.height))
    arrowPath.addLine(to: CGPoint(x:0, y:0))
    arrowPath.close()

    return arrowPath
}

Result

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