如何在 UIImageView 底部应用曲线?

How to apply Curve at bottom of UIImageView?(如何在 UIImageView 底部应用曲线?)
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

我想在图像视图的底部屏蔽并添加一些曲线.我尝试了下面的代码.

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

但没有成功.让我把我想在屏幕上显示的 UI 放在这里.

让我知道如何像上面的屏幕截图一样快速显示 UIImageView.

我在 android 中发现了一些使用完整的东西,但在 iOS 中却没有.

链接:

对于任何一种View,添加curvedPercent参数

func pathCurvedForView(givenView: UIView,curvedPercent:CGFloat) ->UIBezierPath{让箭头路径 = 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))箭头路径.close()返回箭头路径}func applyCurvedPath(givenView: UIView,curvedPercent:CGFloat) {守卫曲线百分比 <= 1 &&曲线百分比 >= 0 其他{返回}让 shapeLayer = CAShapeLayer(layer: givenView.layer)shapeLayer.path = self.pathCurvedForView(givenView: givenView,curvedPercent:curvedPercent).cgPathshapeLayer.frame = givenView.boundsshapeLayer.masksToBounds = truegivenView.layer.mask = shapeLayer}

我该如何使用它?

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

curvedPercent = 0.5

的结果

curvedPercent = 0.1

的结果

curvedPercent = 0.9

的结果

更新

对于倒置曲线,用这个替换原来的 pathCurvedForView 方法

func pathCurvedForView(givenView: UIView,curvedPercent:CGFloat) ->UIBezierPath{让箭头路径 = 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))箭头路径.close()返回箭头路径}

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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