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Core Graphics / Quartz 2D에서 둥근 사각형을 그리는 방법은 무엇입니까?

inputbox 2020. 11. 22. 19:27
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Core Graphics / Quartz 2D에서 둥근 사각형을 그리는 방법은 무엇입니까?


둥근 사각형의 윤곽선을 그려야합니다. 선과 호를 만들 수 있다는 것을 알고 있지만 둥근 rects에 대한 기능도있을 수 있습니까?


선과 호로 자신 만의 경로를 만드는 대신

[UIBezierPath bezierPathWithRoundedRect:cornerRadius:]

또는

[UIBezierPath bezierPathWithRoundedRect:byRoundingCorners:cornerRadii:]

(두 번째는 둥글게 할 모서리를 지정할 수 있도록합니다)

iOS 3.2 이상에서 사용 가능합니다.


이에 대한 사전 패키징 된 방법은 없습니다.이를 수행하려면 아크를 결합해야합니다. apples quartzdemo 프로젝트는이를 수행하는 코드를 보여줍니다. 여기에 참조 Quartz 데모가 있으며 여기에 제공되는 코드가 있습니다.

  // As a bonus, we'll combine arcs to create a round rectangle! 

// Drawing with a white stroke color 
 CGContextRef context=UIGraphicsGetCurrentContext()
CGContextSetRGBStrokeColor(context, 1.0, 1.0, 1.0, 1.0); 

// If you were making this as a routine, you would probably accept a rectangle 
// that defines its bounds, and a radius reflecting the "rounded-ness" of the rectangle. 
CGRect rrect = CGRectMake(210.0, 90.0, 60.0, 60.0); 
CGFloat radius = 10.0; 
// NOTE: At this point you may want to verify that your radius is no more than half 
// the width and height of your rectangle, as this technique degenerates for those cases. 

// In order to draw a rounded rectangle, we will take advantage of the fact that 
// CGContextAddArcToPoint will draw straight lines past the start and end of the arc 
// in order to create the path from the current position and the destination position. 

// In order to create the 4 arcs correctly, we need to know the min, mid and max positions 
// on the x and y lengths of the given rectangle. 
CGFloat minx = CGRectGetMinX(rrect), midx = CGRectGetMidX(rrect), maxx = CGRectGetMaxX(rrect); 
CGFloat miny = CGRectGetMinY(rrect), midy = CGRectGetMidY(rrect), maxy = CGRectGetMaxY(rrect); 

// Next, we will go around the rectangle in the order given by the figure below. 
//       minx    midx    maxx 
// miny    2       3       4 
// midy   1 9              5 
// maxy    8       7       6 
// Which gives us a coincident start and end point, which is incidental to this technique, but still doesn't 
// form a closed path, so we still need to close the path to connect the ends correctly. 
// Thus we start by moving to point 1, then adding arcs through each pair of points that follows. 
// You could use a similar tecgnique to create any shape with rounded corners. 

// Start at 1 
CGContextMoveToPoint(context, minx, midy); 
// Add an arc through 2 to 3 
CGContextAddArcToPoint(context, minx, miny, midx, miny, radius); 
// Add an arc through 4 to 5 
CGContextAddArcToPoint(context, maxx, miny, maxx, midy, radius); 
// Add an arc through 6 to 7 
CGContextAddArcToPoint(context, maxx, maxy, midx, maxy, radius); 
// Add an arc through 8 to 9 
CGContextAddArcToPoint(context, minx, maxy, minx, midy, radius); 
// Close the path 
CGContextClosePath(context); 
// Fill & stroke the path 
CGContextDrawPath(context, kCGPathFillStroke); 

 UIBezierPath *bezierPath = [UIBezierPath bezierPathWithRoundedRect:bubbleBounds cornerRadius:15.0];
 CGContextSetStrokeColorWithColor(context, [UIColor grayColor].CGColor);
 [bezierPath stroke];

다음은 코너 반경을 사용하여 입력 사각형을 반올림하는 함수입니다.

CGMutablePathRef createRoundedCornerPath(CGRect rect, CGFloat cornerRadius) {

    // create a mutable path
    CGMutablePathRef path = CGPathCreateMutable();

    // get the 4 corners of the rect
    CGPoint topLeft = CGPointMake(rect.origin.x, rect.origin.y);
    CGPoint topRight = CGPointMake(rect.origin.x + rect.size.width, rect.origin.y);
    CGPoint bottomRight = CGPointMake(rect.origin.x + rect.size.width, rect.origin.y + rect.size.height);
    CGPoint bottomLeft = CGPointMake(rect.origin.x, rect.origin.y + rect.size.height);

    // move to top left
    CGPathMoveToPoint(path, NULL, topLeft.x + cornerRadius, topLeft.y);

    // add top line
    CGPathAddLineToPoint(path, NULL, topRight.x - cornerRadius, topRight.y);

    // add top right curve
    CGPathAddQuadCurveToPoint(path, NULL, topRight.x, topRight.y, topRight.x, topRight.y + cornerRadius);

    // add right line
    CGPathAddLineToPoint(path, NULL, bottomRight.x, bottomRight.y - cornerRadius);

    // add bottom right curve
    CGPathAddQuadCurveToPoint(path, NULL, bottomRight.x, bottomRight.y, bottomRight.x - cornerRadius, bottomRight.y);

    // add bottom line
    CGPathAddLineToPoint(path, NULL, bottomLeft.x + cornerRadius, bottomLeft.y);

    // add bottom left curve
    CGPathAddQuadCurveToPoint(path, NULL, bottomLeft.x, bottomLeft.y, bottomLeft.x, bottomLeft.y - cornerRadius);

    // add left line
    CGPathAddLineToPoint(path, NULL, topLeft.x, topLeft.y + cornerRadius);

    // add top left curve
    CGPathAddQuadCurveToPoint(path, NULL, topLeft.x, topLeft.y, topLeft.x + cornerRadius, topLeft.y);

    // return the path
    return path;
}

UIView를 하위 클래스로 만들고 drawRect를 재정의한다고 가정하고 함수를 사용하는 방법 :

- (void)drawRect:(CGRect)rect {

    // constants
    const CGFloat outlineStrokeWidth = 20.0f;
    const CGFloat outlineCornerRadius = 15.0f;

    const CGColorRef whiteColor = [[UIColor whiteColor] CGColor];
    const CGColorRef redColor = [[UIColor redColor] CGColor];

    // get the context
    CGContextRef context = UIGraphicsGetCurrentContext();

    // set the background color to white
    CGContextSetFillColorWithColor(context, whiteColor);
    CGContextFillRect(context, rect);

    // inset the rect because half of the stroke applied to this path will be on the outside
    CGRect insetRect = CGRectInset(rect, outlineStrokeWidth/2.0f, outlineStrokeWidth/2.0f);

    // get our rounded rect as a path
    CGMutablePathRef path = createRoundedCornerPath(insetRect, outlineCornerRadius);

    // add the path to the context
    CGContextAddPath(context, path);

    // set the stroke params
    CGContextSetStrokeColorWithColor(context, redColor);
    CGContextSetLineWidth(context, outlineStrokeWidth);

    // draw the path
    CGContextDrawPath(context, kCGPathStroke);

    // release the path
    CGPathRelease(path);
}

출력 예 :

enter image description here


If you want To have rounded corners on any UIView (or subclass) the easy way is to set the cornerRadius property on the view's layer. See Preview rounded image in iphone


CGPathCreateWithRoundedRect() will do what you want.

CGPathRef CGPathCreateWithRoundedRect(
   CGRect rect,
   CGFloat cornerWidth,
   CGFloat cornerHeight,
   const CGAffineTransform *transform
);

Available starting in iOS 7.0


Swift:

    let rect: CGRect = ...

    let path = UIBezierPath(roundedRect: rect, cornerRadius: 5.0)
    CGContextAddPath(context, path.CGPath)
    CGContextSetStrokeColorWithColor(context, UIColor.clearColor().CGColor)
    CGContextDrawPath(context, CGPathDrawingMode.FillStroke)

Maybe... three? years late, but these days I'm using this without issues.

@import CoreGraphics;

@interface YourViewController ()
@property (weak, nonatomic) IBOutlet UIButton *theButton;
@end

- (void)viewDidLoad
{
    [super viewDidLoad];

    self.theButton.layer.cornerRadius  = 5.0f;
    self.theButton.layer.masksToBounds = YES;

    // Another useful ones
    // Scaling the view (width, height)
    self.theButton.transform = CGAfflineTransformMakeScale(1.50f, 1.50f);

    // Setting an alpha value (transparency) - nice with Activity Indicator subviews
    self.theButton.alpha     = 0.8f;
}

Swift 4.2

    let lineWidth = 5.0
    let path = UIBezierPath(roundedRect: rect.insetBy(dx: lineWidth/2, dy: lineWidth/2), cornerRadius: 10。0)
    path.lineWidth = lineWidth
    UIColor.green.setStroke()
    path.stroke()

참고URL : https://stackoverflow.com/questions/2835448/how-to-draw-a-rounded-rectangle-in-core-graphics-quartz-2d

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