Ios CAShapeLayer()绘制奇怪的线/路径

Ios CAShapeLayer()绘制奇怪的线/路径,ios,swift,cashapelayer,cabasicanimation,Ios,Swift,Cashapelayer,Cabasicanimation,我有一个顶部有渐变的CAShapeLayer(),正在设置动画,但不知怎么的,它看起来像下图: 怎么会是这个样子 我的代码: override func viewDidLayoutSubviews() { displayLine() } override func viewDidAppear(_ animated: Bool) { animateStroke() } func displayLine() { let trackLayer = CAShapeLayer

我有一个顶部有渐变的
CAShapeLayer()
,正在设置动画,但不知怎么的,它看起来像下图:

怎么会是这个样子

我的代码:

override func viewDidLayoutSubviews() {
    displayLine()
}

override func viewDidAppear(_ animated: Bool) {
    animateStroke()
}

func displayLine() {
    let trackLayer = CAShapeLayer()
    let rect = CGRect(x: topView.frame.width * 0.15, y: topView.frame.size.height / 1.5, width: topView.frame.width * 0.7, height: 2)
    let path = UIBezierPath(roundedRect: rect, cornerRadius: 1)

    trackLayer.path = path.cgPath
    trackLayer.strokeColor = UIColor.groupTableViewBackground.cgColor
    trackLayer.lineWidth = 3
    trackLayer.fillColor = UIColor.clear.cgColor

    shapeLayer.path = path.cgPath
    shapeLayer.strokeColor = UIColor.green.cgColor
    shapeLayer.lineWidth = 4
    shapeLayer.fillColor = UIColor.clear.cgColor
    shapeLayer.strokeEnd = 0

    topView.layer.addSublayer(trackLayer)
    topView.layer.addSublayer(shapeLayer)

    let color = UIColor(red: 11/255, green: 95/255, blue: 244/255, alpha: 1).cgColor
    let sndColor = UIColor(red: 255/255, green: 87/255, blue: 87/255, alpha: 1).cgColor

    gradient.colors = [color, sndColor]
    gradient.locations = [0.0, 1.0]
    gradient.startPoint = CGPoint(x: 0, y: 0)
    gradient.endPoint = CGPoint(x: 1, y: 0)
    gradient.frame = topView.bounds

    gradient.mask = shapeLayer
    topView.layer.addSublayer(gradient)
}

func animateStroke() {
    if !animated {
        animated = true

        let basicAnimation = CABasicAnimation(keyPath: "strokeEnd")
        var value: Double?

        let distance = currLeasingCar!.currentKm - currLeasing!.startKm
        value = Double(distance) / Double(finalKm)

        basicAnimation.toValue = value
        basicAnimation.duration = 1.5
        basicAnimation.fillMode = .forwards
        basicAnimation.isRemovedOnCompletion = false
        basicAnimation.timingFunction = CAMediaTimingFunction(name: .easeInEaseOut)

        shapeLayer.add(basicAnimation, forKey: "lineStrokeAnimation")
    }
}

问题是您的路径是一个圆角矩形。在您与我们共享的图像中,大概有2-3%的笔划。将其更改为笔划90%,您将看到它试图绘制一个宽且极短的圆形矩形,例如:

相反,只需将路径设为一条直线,即可按预期工作:

let path = UIBezierPath()

let bounds = topView.bounds
path.move(to:    CGPoint(x: bounds.minX + bounds.width * 0.15, y: bounds.minY + bounds.height / 1.5))
path.addLine(to: CGPoint(x: bounds.minX + bounds.width * 0.85, y: bounds.minY + bounds.height / 1.5))
您可能还希望使形状层的封口变圆:

trackLayer.lineCap = .round  // or whatever you want
shapeLayer.lineCap = .round
当然,此更改丢失了原始路径的2点高度,因此如果要使这些形状层更厚,只需增加它们各自的
线宽


一些不相关的观察结果:

  • viewDidLayoutSubviews()
    ViewDidDisplay(:)
    应该调用它们的
    super
    实现

  • viewdilayoutsubviews()
    可以多次调用,因此您不希望每次都实例化一个新的
    trackLayer
    。或者,如果您这样做,请确保删除之前的一个

  • 添加子视图/子层时,谨慎使用
    边界
    而不是
    框架
    。在这种情况下,这可能无关紧要,但在某些情况下,您可能会遇到各种奇怪的问题,因为
    frame
    位于视图的superview坐标系中,而
    bounds
    是所讨论视图的坐标系


就个人而言,如果要将此代码保存在视图控制器中,我建议:

  • viewDidLoad
    中添加形状层和渐变
  • viewdilayoutsubviews
    更新渐变的路径和边界
  • 我将这些不同的形状层和渐变方法放在它们自己的私有扩展中
更好的是,所有这些动画代码实际上根本不属于应用程序的视图控制器,而是
UIView
子类(或子视图控制器)

因此,也许:

@IBDesignable
public class GradientProgressView: UIView {

    private var shapeLayer: CAShapeLayer = {
        let shapeLayer = CAShapeLayer()
        shapeLayer.strokeColor = UIColor.green.cgColor
        shapeLayer.fillColor = UIColor.clear.cgColor
        shapeLayer.lineCap = .round
        return shapeLayer
    }()

    private var trackLayer: CAShapeLayer = {
        let trackLayer = CAShapeLayer()
        trackLayer.strokeColor = UIColor.groupTableViewBackground.cgColor
        trackLayer.fillColor = UIColor.clear.cgColor
        trackLayer.lineCap = .round
        return trackLayer
    }()

    private var gradient: CAGradientLayer = {
        let gradient = CAGradientLayer()

        let color = UIColor(red: 11/255, green: 95/255, blue: 244/255, alpha: 1).cgColor
        let sndColor = UIColor(red: 255/255, green: 87/255, blue: 87/255, alpha: 1).cgColor

        gradient.colors = [color, sndColor]
        gradient.locations = [0.0, 1.0]
        gradient.startPoint = CGPoint(x: 0, y: 0)
        gradient.endPoint = CGPoint(x: 1, y: 0)

        return gradient
    }()

    override init(frame: CGRect = .zero) {
        super.init(frame: frame)
        addSubLayers()
    }

    required init?(coder aDecoder: NSCoder) {
        super.init(coder: aDecoder)
        addSubLayers()
    }

    override public func layoutSubviews() {
        super.layoutSubviews()
        updatePaths()
    }

    override public func prepareForInterfaceBuilder() {
        super.prepareForInterfaceBuilder()
        setProgress(0.75, animated: false)
    }

    public func setProgress(_ progress: CGFloat, animated: Bool = true) {
        if animated {
            animateStroke(to: progress)
        } else {
            shapeLayer.strokeEnd = progress
        }
    }
}

private extension GradientProgressView {
    func addSubLayers() {
        layer.addSublayer(trackLayer)
        layer.addSublayer(shapeLayer)
        layer.addSublayer(gradient)
    }

    func updatePaths() {
        let lineWidth = bounds.height / 2
        trackLayer.lineWidth = lineWidth * 0.75
        shapeLayer.lineWidth = lineWidth

        let path = UIBezierPath()
        path.move(to:    CGPoint(x: bounds.minX + lineWidth / 2, y: bounds.midY))
        path.addLine(to: CGPoint(x: bounds.maxX - lineWidth / 2, y: bounds.midY))

        trackLayer.path = path.cgPath
        shapeLayer.path = path.cgPath

        gradient.frame = bounds
        gradient.mask = shapeLayer
    }

    func animateStroke(to progress: CGFloat) {
        let key = "lineStrokeAnimation"

        layer.removeAnimation(forKey: key)

        let basicAnimation = CABasicAnimation(keyPath: "strokeEnd")

        basicAnimation.toValue = progress
        basicAnimation.duration = 1.5
        basicAnimation.fillMode = .forwards
        basicAnimation.isRemovedOnCompletion = false
        basicAnimation.timingFunction = CAMediaTimingFunction(name: .easeInEaseOut)

        shapeLayer.add(basicAnimation, forKey: key)
    }
}
那么视图控制器仅仅是:

class ViewController: UIViewController {

    @IBOutlet weak var gradientProgressView: GradientProgressView!

    override func viewDidAppear(_ animated: Bool) {
        super.viewDidAppear(animated)
        updateProgress()
    }

    ...
}

// MARK: - Progress related methods

private extension ViewController {
    func updateProgress() {
        let distance = currLeasingCar!.currentKm - currLeasing!.startKm
        let value = CGFloat(distance) / CGFloat(finalKm)
        gradientProgressView.setProgress(value)
    }
}

问题是您的路径是一个圆角矩形。在您与我们共享的图像中,大概有2-3%的笔划。将其更改为笔划90%,您将看到它试图绘制一个宽且极短的圆形矩形,例如:

相反,只需将路径设为一条直线,即可按预期工作:

let path = UIBezierPath()

let bounds = topView.bounds
path.move(to:    CGPoint(x: bounds.minX + bounds.width * 0.15, y: bounds.minY + bounds.height / 1.5))
path.addLine(to: CGPoint(x: bounds.minX + bounds.width * 0.85, y: bounds.minY + bounds.height / 1.5))
您可能还希望使形状层的封口变圆:

trackLayer.lineCap = .round  // or whatever you want
shapeLayer.lineCap = .round
当然,此更改丢失了原始路径的2点高度,因此如果要使这些形状层更厚,只需增加它们各自的
线宽


一些不相关的观察结果:

  • viewDidLayoutSubviews()
    ViewDidDisplay(:)
    应该调用它们的
    super
    实现

  • viewdilayoutsubviews()
    可以多次调用,因此您不希望每次都实例化一个新的
    trackLayer
    。或者,如果您这样做,请确保删除之前的一个

  • 添加子视图/子层时,谨慎使用
    边界
    而不是
    框架
    。在这种情况下,这可能无关紧要,但在某些情况下,您可能会遇到各种奇怪的问题,因为
    frame
    位于视图的superview坐标系中,而
    bounds
    是所讨论视图的坐标系


就个人而言,如果要将此代码保存在视图控制器中,我建议:

  • viewDidLoad
    中添加形状层和渐变
  • viewdilayoutsubviews
    更新渐变的路径和边界
  • 我将这些不同的形状层和渐变方法放在它们自己的私有扩展中
更好的是,所有这些动画代码实际上根本不属于应用程序的视图控制器,而是
UIView
子类(或子视图控制器)

因此,也许:

@IBDesignable
public class GradientProgressView: UIView {

    private var shapeLayer: CAShapeLayer = {
        let shapeLayer = CAShapeLayer()
        shapeLayer.strokeColor = UIColor.green.cgColor
        shapeLayer.fillColor = UIColor.clear.cgColor
        shapeLayer.lineCap = .round
        return shapeLayer
    }()

    private var trackLayer: CAShapeLayer = {
        let trackLayer = CAShapeLayer()
        trackLayer.strokeColor = UIColor.groupTableViewBackground.cgColor
        trackLayer.fillColor = UIColor.clear.cgColor
        trackLayer.lineCap = .round
        return trackLayer
    }()

    private var gradient: CAGradientLayer = {
        let gradient = CAGradientLayer()

        let color = UIColor(red: 11/255, green: 95/255, blue: 244/255, alpha: 1).cgColor
        let sndColor = UIColor(red: 255/255, green: 87/255, blue: 87/255, alpha: 1).cgColor

        gradient.colors = [color, sndColor]
        gradient.locations = [0.0, 1.0]
        gradient.startPoint = CGPoint(x: 0, y: 0)
        gradient.endPoint = CGPoint(x: 1, y: 0)

        return gradient
    }()

    override init(frame: CGRect = .zero) {
        super.init(frame: frame)
        addSubLayers()
    }

    required init?(coder aDecoder: NSCoder) {
        super.init(coder: aDecoder)
        addSubLayers()
    }

    override public func layoutSubviews() {
        super.layoutSubviews()
        updatePaths()
    }

    override public func prepareForInterfaceBuilder() {
        super.prepareForInterfaceBuilder()
        setProgress(0.75, animated: false)
    }

    public func setProgress(_ progress: CGFloat, animated: Bool = true) {
        if animated {
            animateStroke(to: progress)
        } else {
            shapeLayer.strokeEnd = progress
        }
    }
}

private extension GradientProgressView {
    func addSubLayers() {
        layer.addSublayer(trackLayer)
        layer.addSublayer(shapeLayer)
        layer.addSublayer(gradient)
    }

    func updatePaths() {
        let lineWidth = bounds.height / 2
        trackLayer.lineWidth = lineWidth * 0.75
        shapeLayer.lineWidth = lineWidth

        let path = UIBezierPath()
        path.move(to:    CGPoint(x: bounds.minX + lineWidth / 2, y: bounds.midY))
        path.addLine(to: CGPoint(x: bounds.maxX - lineWidth / 2, y: bounds.midY))

        trackLayer.path = path.cgPath
        shapeLayer.path = path.cgPath

        gradient.frame = bounds
        gradient.mask = shapeLayer
    }

    func animateStroke(to progress: CGFloat) {
        let key = "lineStrokeAnimation"

        layer.removeAnimation(forKey: key)

        let basicAnimation = CABasicAnimation(keyPath: "strokeEnd")

        basicAnimation.toValue = progress
        basicAnimation.duration = 1.5
        basicAnimation.fillMode = .forwards
        basicAnimation.isRemovedOnCompletion = false
        basicAnimation.timingFunction = CAMediaTimingFunction(name: .easeInEaseOut)

        shapeLayer.add(basicAnimation, forKey: key)
    }
}
那么视图控制器仅仅是:

class ViewController: UIViewController {

    @IBOutlet weak var gradientProgressView: GradientProgressView!

    override func viewDidAppear(_ animated: Bool) {
        super.viewDidAppear(animated)
        updateProgress()
    }

    ...
}

// MARK: - Progress related methods

private extension ViewController {
    func updateProgress() {
        let distance = currLeasingCar!.currentKm - currLeasing!.startKm
        let value = CGFloat(distance) / CGFloat(finalKm)
        gradientProgressView.setProgress(value)
    }
}

非常感谢。工作正常-关于
viewdilayoutsubviews()
,应该在哪里调用
displayLine()
?@Tim-作为更高级的观察,无论如何,我不相信这些代码真的属于视图控制器。最好让它成为自己的班级。谢谢!工作正常-关于
viewdilayoutsubviews()
,应该在哪里调用
displayLine()
?@Tim-作为更高级的观察,无论如何,我不相信这些代码真的属于视图控制器。最好让它成为自己的班级。