Reputation: 10012
I want to draw diagonal line with side curves like the following
Code:
func drawCanvas1(frame: CGRect = CGRect(x: 0, y: 0, width: 240, height: 120)) {
//// Bezier Drawing
let bezierPath = UIBezierPath()
UIColor.black.setStroke()
bezierPath.lineWidth = 1
bezierPath.stroke()
//// Bezier 2 Drawing
let bezier2Path = UIBezierPath()
bezier2Path.move(to: CGPoint(x: frame.minX + 0.5, y: frame.minY + 103.42))
bezier2Path.addCurve(to: CGPoint(x: frame.minX + 12.17, y: frame.minY + 119.5), controlPoint1: CGPoint(x: frame.minX + 0.5, y: frame.minY + 103.42), controlPoint2: CGPoint(x: frame.minX + 0.5, y: frame.minY + 119.5))
bezier2Path.addCurve(to: CGPoint(x: frame.minX + 232.03, y: frame.minY + 26.23), controlPoint1: CGPoint(x: frame.minX + 23.85, y: frame.minY + 119.5), controlPoint2: CGPoint(x: frame.minX + 232.03, y: frame.minY + 26.23))
bezier2Path.addCurve(to: CGPoint(x: frame.minX + 237.87, y: frame.minY + 0.5), controlPoint1: CGPoint(x: frame.minX + 232.03, y: frame.minY + 26.23), controlPoint2: CGPoint(x: frame.minX + 243.7, y: frame.minY + 16.58))
UIColor.black.setStroke()
bezier2Path.lineWidth = 1
bezier2Path.lineCapStyle = .square
bezier2Path.stroke()
let layer1 = CAShapeLayer()
layer1.path = bezierPath.cgPath
let layer2 = CAShapeLayer()
layer2.path = bezier2Path.cgPath
imageCollectionView.layer.addSublayer(layer1)
imageCollectionView.layer.addSublayer(layer2)
}
output:
As you can see in output it is filling with black color whereas I've only given stroke. I'm not really good at bezier path. can anyone help me in getting the desired effect
Upvotes: 3
Views: 975
Reputation: 469
Maybe using addArc is easier?
func drawCanvas1(frame: CGRect = CGRect(x: 0, y: 0, width: 240, height: 120)) {
let rhsY:CGFloat = frame.minY + 60 // Please adjust this value depending on your need
let cornerRadius:CGFloat = 25
let angle = atan2(frame.maxY - rhsY, frame.width)
// upper left corner
let p1 = CGPoint(x: frame.minX, y: frame.minY)
// left point touching bottom left corner
let p2 = CGPoint(x: frame.minX, y: frame.maxY - cornerRadius)
let a = cornerRadius * cos(angle)
let o = cornerRadius * sin(angle)
// Center of bottom left round corner
let c1 = CGPoint(x: p2.x + a, y: p2.y - o)
let c1Start = CGFloat.pi - angle
let c1End = c1Start - (CGFloat.pi / 2)
// Center of bottom right round corner
let c2 = CGPoint(x: frame.maxX - cornerRadius, y: rhsY)
// bottom point touching bottom left corner
// let p3 = CGPoint(x: c1.x + o, y: c1.y + a)
// bottom point touching bottom right corner
let p4 = CGPoint(x: c2.x + o, y: c2.y + a)
// right point touching bottom right corner
// let p5 = CGPoint(x: frame.maxX, y: rhsY)
// upper right corner
let p6 = CGPoint(x: frame.maxX, y: frame.minY)
let path = UIBezierPath()
path.move(to: p1)
path.addLine(to: p2)
path.addArc(withCenter: c1, radius: cornerRadius, startAngle: c1Start, endAngle: c1End, clockwise: false)
path.addLine(to: p4)
path.addArc(withCenter: c2, radius: cornerRadius, startAngle: c1End, endAngle: 0, clockwise: false)
path.addLine(to: p6)
path.addLine(to: p1)
// I am guessing you are trying to use a mask to the top level image?
let maskLayer = CAShapeLayer()
maskLayer.path = path.cgPath
imageCollectionView.layer.mask = maskLayer
}
Upvotes: 2
Reputation: 57
Unless you provide your fill color, black is used by default to fill the path. If the path is not closed, fill color tries to fill using start and end points.
Upvotes: 0