具有多个彩色边框的圆形UIView像饼图一样工作
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我试图在化身的圆形边界上设置一个游戏玩家的圆形化身,并带有饼图表示。
玩家1 - 赢得25%失去70%吸引5%
cell.selectedPhoto.frame = CGRectMake(cell.selectedPhoto.frame.origin.x, cell.selectedPhoto.frame.origin.y, 75, 75);
cell.selectedPhoto.clipsToBounds = YES;
cell.selectedPhoto.layer.cornerRadius = 75/2.0f;
cell.selectedPhoto.layer.borderColor=[UIColor orangeColor].CGColor;
cell.selectedPhoto.layer.borderWidth=2.5f;
cell.selectedBadge.layer.cornerRadius = 15;
我将UIImageView作为一个已经有单边框颜色的圆圈。
首先猜测也许我需要清除我的UIImageView的边框,而是坐在我的UIImageView后面的UIView,这是一个标准的饼图,但是有更聪明的方法吗?
先感谢您。
我建议你为此创建一个自定义的UIView
子类,它管理各种CALayer
对象来创建这种效果。我打算在Core Graphics中做这个,但如果你想为此添加一些不错的动画,你会想要坚持使用Core Animation。
所以让我们首先定义我们的界面。
/// Provides a simple interface for creating an avatar icon, with a pie-chart style border.
@interface AvatarView : UIView
/// The avatar image, to be displayed in the center.
@property (nonatomic) UIImage* avatarImage;
/// An array of float values to define the values of each portion of the border.
@property (nonatomic) NSArray* borderValues;
/// An array of UIColors to define the colors of the border portions.
@property (nonatomic) NSArray* borderColors;
/// The width of the outer border.
@property (nonatomic) CGFloat borderWidth;
/// Animates the border values from their current values to a new set of values.
-(void) animateToBorderValues:(NSArray*)borderValues duration:(CGFloat)duration;
@end
在这里,我们可以设置头像图像,边框宽度,并提供颜色和值的数组。接下来,让我们来实现这个。首先,我们要定义一些我们想要跟踪的变量。
@implementation AvatarView {
CALayer* avatarImageLayer; // the avatar image layer
NSMutableArray* borderLayers; // the array containing the portion border layers
UIBezierPath* borderLayerPath; // the path used to stroke the border layers
CGFloat radius; // the radius of the view
}
接下来,让我们在avatarImageLayer
方法中设置我们的initWithFrame
以及其他几个变量:
-(instancetype) initWithFrame:(CGRect)frame {
if (self = [super initWithFrame:frame]) {
radius = frame.size.width*0.5;
// create border layer array
borderLayers = [NSMutableArray array];
// create avatar image layer
avatarImageLayer = [CALayer layer];
avatarImageLayer.frame = frame;
avatarImageLayer.contentsScale = [UIScreen mainScreen].nativeScale; // scales the layer to the screen scale
[self.layer addSublayer:avatarImageLayer];
}
return self;
}
接下来让我们定义我们的方法,当borderValues
属性更新时,它将填充边框图层,允许视图具有动态数量的边框图层。
-(void) populateBorderLayers {
while (borderLayers.count > _borderValues.count) { // remove layers if the number of border layers got reduced
[(CAShapeLayer*)[borderLayers lastObject] removeFromSuperlayer];
[borderLayers removeLastObject];
}
NSUInteger colorCount = _borderColors.count;
NSUInteger borderLayerCount = borderLayers.count;
while (borderLayerCount < _borderValues.count) { // add layers if the number of border layers got increased
CAShapeLayer* borderLayer = [CAShapeLayer layer];
borderLayer.path = borderLayerPath.CGPath;
borderLayer.fillColor = [UIColor clearColor].CGColor;
borderLayer.lineWidth = _borderWidth;
borderLayer.strokeColor = (borderLayerCount < colorCount)? ((UIColor*)_borderColors[borderLayerCount]).CGColor : [UIColor clearColor].CGColor;
if (borderLayerCount != 0) { // set pre-animation border stroke positions.
CAShapeLayer* previousLayer = borderLayers[borderLayerCount-1];
borderLayer.strokeStart = previousLayer.strokeEnd;
borderLayer.strokeEnd = previousLayer.strokeEnd;
} else borderLayer.strokeEnd = 0.0; // default value for first layer.
[self.layer insertSublayer:borderLayer atIndex:0]; // not strictly necessary, should work fine with `addSublayer`, but nice to have to ensure the layers don't unexpectedly overlap.
[borderLayers addObject:borderLayer];
borderLayerCount++;
}
}
接下来,我们想要创建一个方法,可以在borderValues
更新时更新图层的笔触开始值和结束值。这可以合并到以前的方法,但如果你想设置动画,你会想要将它分开。
-(void) updateBorderStrokeValues {
NSUInteger i = 0;
CGFloat cumulativeValue = 0;
for (CAShapeLayer* s in borderLayers) {
s.strokeStart = cumulativeValue;
cumulativeValue += [_borderValues[i] floatValue];
s.strokeEnd = cumulativeValue;
i++;
}
}
接下来,我们只需要覆盖setter,以便在值更改时更新边框和头像图像的某些方面:
-(void) setAvatarImage:(UIImage *)avatarImage {
_avatarImage = avatarImage;
avatarImageLayer.contents = (id)avatarImage.CGImage; // update contents if image changed
}
-(void) setBorderWidth:(CGFloat)borderWidth {
_borderWidth = borderWidth;
CGFloat halfBorderWidth = borderWidth*0.5; // we're gonna use this a bunch, so might as well pre-calculate
// set the new border layer path
borderLayerPath = [UIBezierPath bezierPathWithArcCenter:(CGPoint){radius, radius} radius:radius-halfBorderWidth startAngle:-M_PI*0.5 endAngle:M_PI*1.5 clockwise:YES];
for (CAShapeLayer* s in borderLayers) { // apply the new border layer path
s.path = borderLayerPath.CGPath;
s.lineWidth = borderWidth;
}
// update avatar masking
CAShapeLayer* s = [CAShapeLayer layer];
avatarImageLayer.frame = CGRectMake(halfBorderWidth, halfBorderWidth, self.frame.size.width-borderWidth, self.frame.size.height-borderWidth); // update avatar image frame
s.path = [UIBezierPath bezierPathWithArcCenter:(CGPoint){radius-halfBorderWidth, radius-halfBorderWidth} radius:radius-borderWidth startAngle:0 endAngle:M_PI*2.0 clockwise:YES].CGPath;
avatarImageLayer.mask = s;
}
-(void) setBorderColors:(NSArray *)borderColors {
_borderColors = borderColors;
NSUInteger i = 0;
for (CAShapeLayer* s in borderLayers) {
s.strokeColor = ((UIColor*)borderColors[i]).CGColor;
i++;
}
}
-(void) setBorderValues:(NSArray *)borderValues {
_borderValues = borderValues;
[self populateBorderLayers];
[self updateBorderStrokeValues];
}
最后,我们甚至可以通过动画层来更进一步!让我们添加一个可以为我们处理这个问题的方法。
-(void) animateToBorderValues:(NSArray *)borderValues duration:(CGFloat)duration {
_borderValues = borderValues; // update border values
[self populateBorderLayers]; // do a 'soft' layer update, making sure that the correct number of layers are generated pre-animation. Pre-sets stroke positions to a pre-animation state.
// define stroke animation
CABasicAnimation* strokeAnim = [CABasicAnimation animation];
strokeAnim.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
strokeAnim.duration = duration;
CGFloat cumulativeValue = 0;
for (int i = 0; i < borderLayers.count; i++) {
cumulativeValue += [borderValues[i] floatValue];
CAShapeLayer* s = borderLayers[i];
if (i != 0) [s addAnimation:strokeAnim forKey:@"startStrokeAnim"];
// define stroke end animation
strokeAnim.keyPath = @"strokeEnd";
strokeAnim.fromValue = @(s.strokeEnd);
strokeAnim.toValue = @(cumulativeValue);
[s addAnimation:strokeAnim forKey:@"endStrokeAnim"];
strokeAnim.keyPath = @"strokeStart"; // re-use the previous animation, as the values are the same (in the next iteration).
}
// update presentation layer values
[CATransaction begin];
[CATransaction setDisableActions:YES];
[self updateBorderStrokeValues]; // sets stroke positions.
[CATransaction commit];
}
就是这样!以下是用法示例:
AvatarView* v = [[AvatarView alloc] initWithFrame:CGRectMake(50, 50, 200, 200)];
v.avatarImage = [UIImage imageNamed:@"photo.png"];
v.borderWidth = 10;
v.borderColors = @[[UIColor colorWithRed:122.0/255.0 green:108.0/255.0 blue:255.0/255.0 alpha:1],
[UIColor colorWithRed:100.0/255.0 green:241.0/255.0 blue:183.0/255.0 alpha:1],
[UIColor colorWithRed:0 green:222.0/255.0 blue:255.0/255.0 alpha:1]];
// because the border values default to 0, you can add this without even setting the border values initially!
[v animateToBorderValues:@[@(0.4), @(0.35), @(0.25)] duration:2];
结果
Xamarin Android 圆角边框与彩色 ImageView