需要实现效果
方案1:利用方法
- (void)addArcWithCenter:(CGPoint)center radius:(CGFloat)radius startAngle:(CGFloat)startAngle endAngle:(CGFloat)endAngle clockwise:(BOOL)clockwise API_AVAILABLE(ios(4.0));
参数详解:
center
:弧形的圆心
radius
:半径
startAngle
:开始角度
endAngle
:结束角度
clockwise
:是否是顺时针方向
使用:
// 画圆弧
CGFloat kViewHeight = 200;
UIView *showView = [[UIView alloc] initWithFrame:(CGRectMake(0, self.view.frame.size.height-kViewHeight, self.view.frame.size.width, kViewHeight))];
showView.backgroundColor = UIColor.grayColor;
[self.view addSubview:showView];
UIBezierPath *bezierPath = [UIBezierPath bezierPath];
//画圆弧 顺时针半圈
CGFloat kRadius = kViewHeight*3;
[bezierPath addArcWithCenter:CGPointMake(self.view.frame.size.width/2, kRadius) radius:kRadius startAngle:0 endAngle:-M_PI clockwise:NO];
[bezierPath closePath];
// 设置颜色(颜色设置也可以放在最上面,只要在绘制前都可以)
[UIColor.redColor setStroke];
[UIColor.systemPinkColor setFill];
// 描边和填充
[bezierPath stroke];
[bezierPath fill];
CAShapeLayer *layer = [CAShapeLayer layer];
layer.path = bezierPath.CGPath;
layer.strokeColor = UIColor.redColor.CGColor;
layer.fillColor = UIColor.greenColor.CGColor;
layer.backgroundColor = UIColor.systemPinkColor.CGColor;
[showView.layer addSublayer:layer];
展现效果
这种方案实现的优点是
方便理解原理,弧度的大小可以直接由半径来决定,缺点是
位置控制起来不是很方便,圆心还要下移才能固定弧度所在的位置。
方案二:
这个是我选择使用的方案。
- (void)addQuadCurveToPoint:(CGPoint)endPoint controlPoint:(CGPoint)controlPoint;
参数详解:
endPoint
:结束点
controlPoint
:控制点
我不太会描述,直接用网上一张图来描述的controlPoint
的作用
看见图你会发现,A
点是现在的点,C
点就是endPoint
,也即是结束的点。
经过我不确定是否准确的测试,弧形的顶点
P
大致为B点到直线AC
的垂点M
的中心点。也就是说,P
点为直线BM
的中心点。当然,也有可能P
点不在BM
线上,所以准确点说就是,P
与BM
的垂直交点就是BM的中心点。
系统提供的该方法中,B
和C
点都有了但是没有A
点,所以我们在描绘之前要先移动到A
点
[bezierPath moveToPoint: CGPointMake(0, kRadian)]
实现代码:
self.view.backgroundColor = UIColor.systemGray5Color;
// 画圆弧
CGFloat kViewHeight = 200;
UIView *showView = [[UIView alloc] initWithFrame:(CGRectMake(0, self.view.frame.size.height-kViewHeight, self.view.frame.size.width, kViewHeight))];
showView.backgroundColor = UIColor.grayColor;
[self.view addSubview:showView];
CGFloat kRadian = 35;
UIBezierPath *bezierPath = [UIBezierPath bezierPath];
[bezierPath moveToPoint: CGPointMake(0, kRadian)];
[bezierPath addQuadCurveToPoint:CGPointMake(self.view.frame.size.width, kRadian) controlPoint:CGPointMake(self.view.frame.size.width/2, -kRadian)];
[bezierPath addLineToPoint: CGPointMake(self.view.frame.size.width, showView.frame.size.height)];
[bezierPath addLineToPoint: CGPointMake(0, showView.frame.size.height)];
CAShapeLayer *layer = [CAShapeLayer layer];
layer.path = bezierPath.CGPath;
layer.strokeColor = UIColor.clearColor.CGColor;
layer.fillColor = UIColor.whiteColor.CGColor;
[showView.layer addSublayer:layer];
实现效果:
这种方案实现的优点是
,弧度的大小可以直接由controlPoint来决定。并且可以通过addLineToPoint来把自己需要的范围圈起来。
我们可以给layer再增加一些阴影效果,然后把showView 的背景色去掉:
self.view.backgroundColor = UIColor.systemGray6Color;
// 画圆弧
CGFloat kViewHeight = 200;
UIView *showView = [[UIView alloc] initWithFrame:(CGRectMake(0, self.view.frame.size.height-kViewHeight, self.view.frame.size.width, kViewHeight))];
showView.backgroundColor = UIColor.clearColor;
[self.view addSubview:showView];
CGFloat kRadian = 35;
UIBezierPath *bezierPath = [UIBezierPath bezierPath];
[bezierPath moveToPoint: CGPointMake(0, kRadian)];
[bezierPath addQuadCurveToPoint:CGPointMake(self.view.frame.size.width, kRadian) controlPoint:CGPointMake(self.view.frame.size.width/2, -kRadian)];
[bezierPath addLineToPoint: CGPointMake(self.view.frame.size.width, showView.frame.size.height)];
[bezierPath addLineToPoint: CGPointMake(0, showView.frame.size.height)];
CAShapeLayer *layer = [CAShapeLayer layer];
layer.path = bezierPath.CGPath;
layer.strokeColor = UIColor.clearColor.CGColor;
layer.fillColor = UIColor.whiteColor.CGColor;
layer.cornerRadius = 3.0;
layer.masksToBounds = NO;
layer.shadowOffset = CGSizeMake(-5, -5); //(0,0)时是四周都有阴影
layer.shadowColor = [UIColor grayColor].CGColor;
layer.shadowOpacity = 0.1;
[showView.layer addSublayer:layer];
大功告成