Ich habe es geschafft, ein Rect zu zeichnen :-) Aber ich weiß nicht, wie ich ein gerundetes Rect zeichnen soll.
let canvas = UIGraphicsGetCurrentContext()
rec = CGRectMake(0, 0, 40, 40);
//var maskPath = UIBezierPath(roundedRect: rec, byRoundingCorners: .BottomLeft | .BottomRight, cornerRadii: CGSize(width: 3, height: 3))
CGContextAddRect(canvas, rec);
CGContextFillPath(canvas);
// Diesen Code in ur drawRect einfügen
Ziel c
- (void)drawRect:(CGRect)rect
{
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGContextSaveGState(ctx);
CGPathRef clippath = [UIBezierPath bezierPathWithRoundedRect:CGRectMake(x,y, width, height) cornerRadius:6].CGPath;
CGContextAddPath(ctx, clippath);
CGContextSetFillColorWithColor(ctx, self.color.CGColor);
CGContextClosePath(ctx);
CGContextFillPath(ctx);
[self.color set];
[_path closePath]; // Implicitly does a line between p4 and p1
[_path fill]; // If you want it filled, or...
[_path stroke]; // ...if you want to draw the outline.
CGContextRestoreGState(ctx);
}
Swift 3
func drawRect(rect : CGRect)
{
// Size of rounded rectangle
let rectWidth = rect.width
let rectHeight = rect.height
// Find center of actual frame to set rectangle in middle
let xf:CGFloat = (self.frame.width - rectWidth) / 2
let yf:CGFloat = (self.frame.height - rectHeight) / 2
let ctx: CGContext = UIGraphicsGetCurrentContext()!
ctx.saveGState()
let rect = CGRect(x: xf, y: yf, width: rectWidth, height: rectHeight)
let clipPath: CGPath = UIBezierPath(roundedRect: rect, cornerRadius: rectCornerRadius).cgPath
ctx.addPath(clipPath)
ctx.setFillColor(rectBgColor.cgColor)
ctx.closePath()
ctx.fillPath()
ctx.restoreGState()
}
So erstellen Sie ein abgerundetes Rechteck mit BezierPath
var roundRect = UIBezierPath(roundedRect: <CGRect>, byRoundingCorners: <UIRectCorner>, cornerRadii: <CGSize>)
Oder für ein Beispiel mit Werten:
var roundRect = UIBezierPath(roundedRect: CGRectMake(0, 0, 100, 100), byRoundingCorners:.AllCorners, cornerRadii: CGSizeMake(16.f, 16.f))
@muku antworten in Swift 4.x +:
override func draw(_ rect: CGRect) {
super.draw(rect)
let clipPath = UIBezierPath(roundedRect: rect, cornerRadius: 6.0).cgPath
let ctx = UIGraphicsGetCurrentContext()!
ctx.addPath(clipPath)
ctx.setFillColor(UIColor.red.cgColor)
ctx.closePath()
ctx.fillPath()
}
Swift 3.x + 4.0 Ich habe das Beispiel für Swift 3 geändert und einige Zeilen hinzugefügt, um das Rechteck in der UIView zu zentralisieren
func roundRect()
{
// Size of rounded rectangle
let rectWidth:CGFloat = 100
let rectHeight:CGFloat = 80
// Find center of actual frame to set rectangle in middle
let xf:CGFloat = (self.frame.width - rectWidth) / 2
let yf:CGFloat = (self.frame.height - rectHeight) / 2
let ctx: CGContext = UIGraphicsGetCurrentContext()!
ctx.saveGState()
let rect = CGRect(x: xf, y: yf, width: rectWidth, height: rectHeight)
let clipPath: CGPath = UIBezierPath(roundedRect: rect, cornerRadius: rectCornerRadius).cgPath
ctx.addPath(clipPath)
ctx.setFillColor(rectBgColor.cgColor)
ctx.closePath()
ctx.fillPath()
ctx.restoreGState()
}
Den vollständigen Code mit Screenshots finden Sie unter: http://lab.dejaworks.com/uiview-with-rounded-background-designable-in-storyboard/
override func draw(_ rect: CGRect) {
let bezierPath = UIBezierPath(roundedRect: CGRect(x: 0, y: 0, width: 40.0, height: 40.0), cornerRadius: 3.0)
UIColor.yellow.setFill()
bezierPath.fill()
}
override func draw(_ rect: CGRect) {
super.draw(rect)
let context = UIGraphicsGetCurrentContext()!
context.saveGState()
defer { context.restoreGState() }
let path = UIBezierPath(roundedRect: rect, byRoundingCorners: [.topLeft, .topRight], cornerRadii: CGSize(width: 4, height: 4))
context.addPath(path.cgPath)
context.closePath()
context.setStrokeColor(UIColor.red.cgColor)
context.strokePath()
}