绘制带有渐变和阴影的圆形 UIView

发布于 2024-09-07 16:59:27 字数 4090 浏览 3 评论 0原文

编辑:

我终于找到了一个真正简单的解决方案来解决这个问题,使用CAGradientLayer 类,以及 CALayer 绘图功能。
Ole Begemann 为 CAGradientLayer 类发布了一个很棒的 UIView 包装器,名为 OBGradientView
此类允许您在应用程序中轻松创建渐变 UIView。
然后,您可以使用 CALayer添加圆角和阴影值的绘图功能:

// Create the gradient view
OBGradientView *gradient = [[OBGradientView alloc] initWithFrame:someRect];
NSArray *colors = [NSArray arrayWithObjects:[UIColor redColor], [UIColor yellowColor], nil];
gradient.colors = colors;

// Set rounded corners and drop shadow
gradient.layer.cornerRadius = 5.0;
gradient.layer.shadowColor = [UIColor grayColor].CGColor;
gradient.layer.shadowOpacity = 1.0;
gradient.layer.shadowOffset = CGSizeMake(2.0, 2.0);
gradient.layer.shadowRadius = 3.0;

[self.view addSubview:gradient];
[gradient release];

不要忘记将 QuartzCore 框架添加到您的项目中。



原始问题:

我一直在开发一个自定义控件,它是一个圆角矩形按钮,填充有线性渐变,并具有阴影。 我已经使用这个答案填写了前两个步骤: 链接文本

我现在的问题是在生成的形状下添加阴影。 实际上,上下文已被剪切到圆角矩形路径,因此当我使用 CGContextSetShadow 函数时,它不会绘制它。

我尝试通过绘制圆角矩形两次来解决这个问题,首先用纯色绘制阴影,然后用渐变填充重新绘制它。

它有点工作,但我仍然可以在第一次使用纯色绘制时在形状的角落看到一些像素,正如您在这个缩放版本中看到的那样:

http://img269.imageshack.us/img269/6489/capturedcran20100701192.png

几乎不错,但还不够完美......

这是我的 -drawRect: 实现:

static void addRoundedRectToPath(CGContextRef context, CGRect rect, float ovalWidth, float ovalHeight)
{
 float fw, fh;

 if (ovalWidth == 0 || ovalHeight == 0) {
  CGContextAddRect(context, rect);
  return;
 }
 CGContextSaveGState(context);
 CGContextTranslateCTM (context, CGRectGetMinX(rect), CGRectGetMinY(rect));
 CGContextScaleCTM (context, ovalWidth, ovalHeight);
 fw = CGRectGetWidth (rect) / ovalWidth;
 fh = CGRectGetHeight (rect) / ovalHeight;
 CGContextMoveToPoint(context, fw, fh/2);
 CGContextAddArcToPoint(context, fw, fh, fw/2, fh, 1);
 CGContextAddArcToPoint(context, 0, fh, 0, fh/2, 1);
 CGContextAddArcToPoint(context, 0, 0, fw/2, 0, 1);
 CGContextAddArcToPoint(context, fw, 0, fw, fh/2, 1);
 CGContextClosePath(context);
 CGContextRestoreGState(context);
}


- (void)drawRect:(CGRect)rect
{ 
 CGContextRef context = UIGraphicsGetCurrentContext();

 CGSize shadowOffset = CGSizeMake(10.0, 10.0);
 CGFloat blur = 5.0;

 rect.size.width -= shadowOffset.width + blur;
 rect.size.height -= shadowOffset.height + blur;

 CGContextSaveGState(context);
 addRoundedRectToPath(context, rect, _radius, _radius);
 CGContextSetShadow (context, shadowOffset, blur);
 CGContextDrawPath(context, kCGPathFill);
 CGContextRestoreGState(context);

 addRoundedRectToPath(context, rect, _radius, _radius);
    CGContextClip(context);

 CGFloat colors[] =
 {
  _gradientStartColor.red, _gradientStartColor.green, _gradientStartColor.blue, _gradientStartColor.alpha,
  _gradientEndColor.red, _gradientEndColor.green, _gradientEndColor.blue, _gradientEndColor.alpha
 };
 size_t num_locations = 2;
    CGFloat locations[2] = { 0.0, 1.0 };

 CGColorSpaceRef rgb = CGColorSpaceCreateDeviceRGB();
 CGGradientRef gradient = CGGradientCreateWithColorComponents(rgb, colors, locations, num_locations);

 CGRect currentBounds = self.bounds;
 CGPoint gStartPoint = CGPointMake(CGRectGetMidX(currentBounds), 0.0f);
 CGPoint gEndPoint = CGPointMake(CGRectGetMidX(currentBounds), CGRectGetMaxY(currentBounds));
 CGContextDrawLinearGradient(context, gradient, gStartPoint, gEndPoint, 0);

 CGColorSpaceRelease(rgb);
 CGGradientRelease(gradient);
}

关于如何以另一种方式做到这一点有什么想法吗?

谢谢 !

EDIT:

I finally found a real simple solution to this problem, using the CAGradientLayer class, and the CALayer drawing functionalities.
Ole Begemann released a great UIView wrapper for CAGradientLayer class named OBGradientView.
This class allows you to easily create a gradient UIView in your application.
You then use the CALayer drawing functionalities to add the rounded corners and drop shadow values :

// Create the gradient view
OBGradientView *gradient = [[OBGradientView alloc] initWithFrame:someRect];
NSArray *colors = [NSArray arrayWithObjects:[UIColor redColor], [UIColor yellowColor], nil];
gradient.colors = colors;

// Set rounded corners and drop shadow
gradient.layer.cornerRadius = 5.0;
gradient.layer.shadowColor = [UIColor grayColor].CGColor;
gradient.layer.shadowOpacity = 1.0;
gradient.layer.shadowOffset = CGSizeMake(2.0, 2.0);
gradient.layer.shadowRadius = 3.0;

[self.view addSubview:gradient];
[gradient release];

Dont forget to add the QuartzCore framework to your project.

ORIGINAL QUESTION:

I have been working on a custom control that is a rounded rectangle button, filled with a linear gradient, and having a drop shadow.
I have filled the two first steps using this answer : link text

My problem is now to add a drop shadow under the resulting shape.
Actually, the context has been clipped to the rounded rect path, so when I use the CGContextSetShadow function, it doesn't draw it.

I tried to solve this problem by drawing the rounded rect twice, first with a plain color, so it draws the shadow, and then redraw it with the gradient fill.

It kinda worked, but I still can see a few pixels at the corners of the shape resulting from the first draw with a plain color, as you can see on this zoomed version :

http://img269.imageshack.us/img269/6489/capturedcran20100701192.png

It is almost good, but not perfect yet...

Here is my -drawRect: implementation :

static void addRoundedRectToPath(CGContextRef context, CGRect rect, float ovalWidth, float ovalHeight)
{
 float fw, fh;

 if (ovalWidth == 0 || ovalHeight == 0) {
  CGContextAddRect(context, rect);
  return;
 }
 CGContextSaveGState(context);
 CGContextTranslateCTM (context, CGRectGetMinX(rect), CGRectGetMinY(rect));
 CGContextScaleCTM (context, ovalWidth, ovalHeight);
 fw = CGRectGetWidth (rect) / ovalWidth;
 fh = CGRectGetHeight (rect) / ovalHeight;
 CGContextMoveToPoint(context, fw, fh/2);
 CGContextAddArcToPoint(context, fw, fh, fw/2, fh, 1);
 CGContextAddArcToPoint(context, 0, fh, 0, fh/2, 1);
 CGContextAddArcToPoint(context, 0, 0, fw/2, 0, 1);
 CGContextAddArcToPoint(context, fw, 0, fw, fh/2, 1);
 CGContextClosePath(context);
 CGContextRestoreGState(context);
}


- (void)drawRect:(CGRect)rect
{ 
 CGContextRef context = UIGraphicsGetCurrentContext();

 CGSize shadowOffset = CGSizeMake(10.0, 10.0);
 CGFloat blur = 5.0;

 rect.size.width -= shadowOffset.width + blur;
 rect.size.height -= shadowOffset.height + blur;

 CGContextSaveGState(context);
 addRoundedRectToPath(context, rect, _radius, _radius);
 CGContextSetShadow (context, shadowOffset, blur);
 CGContextDrawPath(context, kCGPathFill);
 CGContextRestoreGState(context);

 addRoundedRectToPath(context, rect, _radius, _radius);
    CGContextClip(context);

 CGFloat colors[] =
 {
  _gradientStartColor.red, _gradientStartColor.green, _gradientStartColor.blue, _gradientStartColor.alpha,
  _gradientEndColor.red, _gradientEndColor.green, _gradientEndColor.blue, _gradientEndColor.alpha
 };
 size_t num_locations = 2;
    CGFloat locations[2] = { 0.0, 1.0 };

 CGColorSpaceRef rgb = CGColorSpaceCreateDeviceRGB();
 CGGradientRef gradient = CGGradientCreateWithColorComponents(rgb, colors, locations, num_locations);

 CGRect currentBounds = self.bounds;
 CGPoint gStartPoint = CGPointMake(CGRectGetMidX(currentBounds), 0.0f);
 CGPoint gEndPoint = CGPointMake(CGRectGetMidX(currentBounds), CGRectGetMaxY(currentBounds));
 CGContextDrawLinearGradient(context, gradient, gStartPoint, gEndPoint, 0);

 CGColorSpaceRelease(rgb);
 CGGradientRelease(gradient);
}

Any ideas on how to do this in another way ?

Thanks !

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评论(4

雪落纷纷 2024-09-14 16:59:38

你的(最初的)问题是,当你绘制渐变时,你再次绘制了阴影。这个阴影有一个 (0,0) 偏移量和一点模糊,只在角落里发光。在 CGContextDrawLinearGradient(...) 之前的行中,添加以下内容:

CGContextSetShadowWithColor(context, CGSizeMake(0, 0), 0, NULL);

NULL 颜色值禁用阴影并将消除角效果。

Your (original) problem was that you were again drawing a shadow when you drew the gradient. This shadow had a (0,0) offset and a little bit of blur, that only shines through on the corners. In the line before CGContextDrawLinearGradient(…), add the following:

CGContextSetShadowWithColor(context, CGSizeMake(0, 0), 0, NULL);

The NULL color value disables shadowing and will remove the corner effect.

錯遇了你 2024-09-14 16:59:36

对于阴影,您可以使用 CGContextSetShadow()

此代码将绘制带有阴影的东西:

- (void)drawTheRealThingInContext:(CGContextRef)ctx 
{   
        // calculate x, y, w, h and inset here...

    CGContextMoveToPoint(ctx, x+inset, y);
    CGContextAddLineToPoint(ctx, x+w-inset, y);
    CGContextAddArcToPoint(ctx, x+w, y, x+w, y+inset, inset);
    CGContextAddLineToPoint(ctx, x+w, y+w-inset);
    CGContextAddArcToPoint(ctx,x+w, y+w, x+w-inset, y+w, inset);
    CGContextAddLineToPoint(ctx, x+inset, y+w);
    CGContextAddArcToPoint(ctx,x, y+w, x, y+w-inset, inset);
    CGContextAddLineToPoint(ctx, x, y+inset);
    CGContextAddArcToPoint(ctx,x, y, x+inset, y, inset);    
}
- (void)drawRect:(CGRect)rect {

    CGContextRef ctx = UIGraphicsGetCurrentContext();
    CGFloat color[4];color[0] = 1.0;color[1] = 1.0;color[2] = 1.0;color[3] = 1.0;
    CGFloat scolor[4];scolor[0] = 0.4;scolor[1] = 0.4;scolor[2] = 0.4;scolor[3] = 0.8;

    CGContextSetFillColor(ctx, color);

    CGContextSaveGState(ctx);
    CGSize  myShadowOffset = CGSizeMake (3,  -3);
    CGContextSetShadow (ctx, myShadowOffset, 1);

    CGContextBeginPath(ctx);

    [self drawTheRealThingInContext:ctx];

    CGContextFillPath(ctx);
    CGContextRestoreGState(ctx);
}

For shadows you can use CGContextSetShadow()

This code will draw something with a shadow:

- (void)drawTheRealThingInContext:(CGContextRef)ctx 
{   
        // calculate x, y, w, h and inset here...

    CGContextMoveToPoint(ctx, x+inset, y);
    CGContextAddLineToPoint(ctx, x+w-inset, y);
    CGContextAddArcToPoint(ctx, x+w, y, x+w, y+inset, inset);
    CGContextAddLineToPoint(ctx, x+w, y+w-inset);
    CGContextAddArcToPoint(ctx,x+w, y+w, x+w-inset, y+w, inset);
    CGContextAddLineToPoint(ctx, x+inset, y+w);
    CGContextAddArcToPoint(ctx,x, y+w, x, y+w-inset, inset);
    CGContextAddLineToPoint(ctx, x, y+inset);
    CGContextAddArcToPoint(ctx,x, y, x+inset, y, inset);    
}
- (void)drawRect:(CGRect)rect {

    CGContextRef ctx = UIGraphicsGetCurrentContext();
    CGFloat color[4];color[0] = 1.0;color[1] = 1.0;color[2] = 1.0;color[3] = 1.0;
    CGFloat scolor[4];scolor[0] = 0.4;scolor[1] = 0.4;scolor[2] = 0.4;scolor[3] = 0.8;

    CGContextSetFillColor(ctx, color);

    CGContextSaveGState(ctx);
    CGSize  myShadowOffset = CGSizeMake (3,  -3);
    CGContextSetShadow (ctx, myShadowOffset, 1);

    CGContextBeginPath(ctx);

    [self drawTheRealThingInContext:ctx];

    CGContextFillPath(ctx);
    CGContextRestoreGState(ctx);
}
皇甫轩 2024-09-14 16:59:35

我有不需要预先填充路径的解决方案。优点(?)是阴影可以利用渐变的透明效果(即如果渐变从不透明到透明,阴影也会部分透明)并且更简单。

它或多或少像:

CGContextSetShadowWithColor();
CGContextBeginTransparencyLayer();

CGContextSaveGState();
CGContextClip();
CGGradientCreateWithColorComponents();
CGContextRestoreGState();

CGContextEndTransparencyLayer();
CGContextSetShadowWithColor(..., NULL);

我想这是因为 CGContextBeginTransparencyLayer/CGContextEndTransparencyLayer 位于剪辑之外,并且阴影应用于该层(其中包含渐变填充路径)。至少它似乎对我有用。

I have solution that does not need pre-fill of the path. Advantage(?) is that the shadow can use transparency effects of the gradient (i.e. if gradient is from opaque to trasparent, shadow will be partially transparent as well) and is simpler.

It goes more or less like:

CGContextSetShadowWithColor();
CGContextBeginTransparencyLayer();

CGContextSaveGState();
CGContextClip();
CGGradientCreateWithColorComponents();
CGContextRestoreGState();

CGContextEndTransparencyLayer();
CGContextSetShadowWithColor(..., NULL);

I suppose that is beacuse CGContextBeginTransparencyLayer/CGContextEndTransparencyLayer is outside the clip and the shadow is applied to that layer (which contains gradient filled path). At least it seems to work for me.

冷默言语 2024-09-14 16:59:34

为了创建具有渐变背景和阴影的圆角视图,请执行以下操作:

第一部分与问题中提供的内容非常相似,它使用 CGPathAddArcToPoint 创建圆角矩形路径,如 这篇文章。这是一张图片来帮助我理解:
alt text

第二部分的工作原理如下:

在图形上下文上启用阴影,添加刚刚定义的路径,然后填充那条路。您不能仅将阴影应用于路径本身(路径不是图形状态的一部分),因此您需要填充路径才能显示阴影(我想描边路径也可能有效?)。您不能简单地将阴影应用于渐变,因为它并不是真正的标准填充(请参阅这篇文章了解更多信息)。

一旦你有了一个可以创建阴影的填充圆角矩形,你就需要在它上面绘制渐变。因此,再次添加路径以设置剪切区域,然后使用 CGContextDrawLinearGradient 绘制渐变。我认为您无法像之前的标准填充步骤那样轻松地使用渐变“填充”路径,因此您可以使用渐变填充绘图区域,然后剪辑到您感兴趣的圆角矩形区域在。

- (void)drawRect:(CGRect)rect 
{
    [super drawRect:rect];

    CGGradientRef gradient = [self normalGradient];

    CGContextRef ctx = UIGraphicsGetCurrentContext(); 
    CGMutablePathRef outlinePath = CGPathCreateMutable(); 
    float offset = 5.0;
    float w  = [self bounds].size.width; 
    float h  = [self bounds].size.height; 
    CGPathMoveToPoint(outlinePath, nil, offset*2.0, offset); 
    CGPathAddArcToPoint(outlinePath, nil, offset, offset, offset, offset*2, offset); 
    CGPathAddLineToPoint(outlinePath, nil, offset, h - offset*2.0); 
    CGPathAddArcToPoint(outlinePath, nil, offset, h - offset, offset *2.0, h-offset, offset); 
    CGPathAddLineToPoint(outlinePath, nil, w - offset *2.0, h - offset); 
    CGPathAddArcToPoint(outlinePath, nil, w - offset, h - offset, w - offset, h - offset * 2.0, offset); 
    CGPathAddLineToPoint(outlinePath, nil, w - offset, offset*2.0); 
    CGPathAddArcToPoint(outlinePath, nil, w - offset , offset, w - offset*2.0, offset, offset); 
    CGPathCloseSubpath(outlinePath); 

    CGContextSetShadow(ctx, CGSizeMake(4,4), 3); 
    CGContextAddPath(ctx, outlinePath); 
    CGContextFillPath(ctx); 

    CGContextAddPath(ctx, outlinePath); 
    CGContextClip(ctx);
    CGPoint start = CGPointMake(rect.origin.x, rect.origin.y);
    CGPoint end = CGPointMake(rect.origin.x, rect.size.height);
    CGContextDrawLinearGradient(ctx, gradient, start, end, 0);

    CGPathRelease(outlinePath);
}

- (CGGradientRef)normalGradient
{

    NSMutableArray *normalGradientLocations = [NSMutableArray arrayWithObjects:
                                               [NSNumber numberWithFloat:0.0f],
                                               [NSNumber numberWithFloat:1.0f],
                                               nil];


    NSMutableArray *colors = [NSMutableArray arrayWithCapacity:2];

    UIColor *color = [UIColor colorWithRed:0.2745 green:0.2745 blue:0.2745 alpha:1.0];
    [colors addObject:(id)[color CGColor]];
    color = [UIColor colorWithRed:0.2 green:0.2 blue:0.2 alpha:1.0];
    [colors addObject:(id)[color CGColor]];
    NSMutableArray  *normalGradientColors = colors;

    int locCount = [normalGradientLocations count];
    CGFloat locations[locCount];
    for (int i = 0; i < [normalGradientLocations count]; i++)
    {
        NSNumber *location = [normalGradientLocations objectAtIndex:i];
        locations[i] = [location floatValue];
    }
    CGColorSpaceRef space = CGColorSpaceCreateDeviceRGB();

    CGGradientRef normalGradient = CGGradientCreateWithColors(space, (CFArrayRef)normalGradientColors, locations);
    CGColorSpaceRelease(space);

    return normalGradient;
}

In order to create a rounded corner view with a gradient background and drop shadow, here's what did:

The first part is very similar to what was provided in the question, it creates a rounded rect path using CGPathAddArcToPoint as described very well in this article. Here's a picture to help me understand it:
alt text

The second part works as follows:

Enable shadowing on the graphics context, add the path that was just defined, then fill that path. You can't apply the shadow to just the path itself (paths are not part of the graphics state), so you need to fill the path in order for the shadow to appear (I suppose a stroked path might also work?). You can't simply apply the shadow to a gradient since it's not really a standard fill (see this post for more info).

Once you have a filled rounded rect that creates the shadow, you need to draw the gradient over top of that. So add the path a second time in order to set the clipping area, then draw the gradient using CGContextDrawLinearGradient. I don't think you can easily "fill" a path with a gradient like you could with the earlier standard-fill step, so instead you fill the drawing area with the gradient and then clip to the rounded rectangle area that you're interested in.

- (void)drawRect:(CGRect)rect 
{
    [super drawRect:rect];

    CGGradientRef gradient = [self normalGradient];

    CGContextRef ctx = UIGraphicsGetCurrentContext(); 
    CGMutablePathRef outlinePath = CGPathCreateMutable(); 
    float offset = 5.0;
    float w  = [self bounds].size.width; 
    float h  = [self bounds].size.height; 
    CGPathMoveToPoint(outlinePath, nil, offset*2.0, offset); 
    CGPathAddArcToPoint(outlinePath, nil, offset, offset, offset, offset*2, offset); 
    CGPathAddLineToPoint(outlinePath, nil, offset, h - offset*2.0); 
    CGPathAddArcToPoint(outlinePath, nil, offset, h - offset, offset *2.0, h-offset, offset); 
    CGPathAddLineToPoint(outlinePath, nil, w - offset *2.0, h - offset); 
    CGPathAddArcToPoint(outlinePath, nil, w - offset, h - offset, w - offset, h - offset * 2.0, offset); 
    CGPathAddLineToPoint(outlinePath, nil, w - offset, offset*2.0); 
    CGPathAddArcToPoint(outlinePath, nil, w - offset , offset, w - offset*2.0, offset, offset); 
    CGPathCloseSubpath(outlinePath); 

    CGContextSetShadow(ctx, CGSizeMake(4,4), 3); 
    CGContextAddPath(ctx, outlinePath); 
    CGContextFillPath(ctx); 

    CGContextAddPath(ctx, outlinePath); 
    CGContextClip(ctx);
    CGPoint start = CGPointMake(rect.origin.x, rect.origin.y);
    CGPoint end = CGPointMake(rect.origin.x, rect.size.height);
    CGContextDrawLinearGradient(ctx, gradient, start, end, 0);

    CGPathRelease(outlinePath);
}

- (CGGradientRef)normalGradient
{

    NSMutableArray *normalGradientLocations = [NSMutableArray arrayWithObjects:
                                               [NSNumber numberWithFloat:0.0f],
                                               [NSNumber numberWithFloat:1.0f],
                                               nil];


    NSMutableArray *colors = [NSMutableArray arrayWithCapacity:2];

    UIColor *color = [UIColor colorWithRed:0.2745 green:0.2745 blue:0.2745 alpha:1.0];
    [colors addObject:(id)[color CGColor]];
    color = [UIColor colorWithRed:0.2 green:0.2 blue:0.2 alpha:1.0];
    [colors addObject:(id)[color CGColor]];
    NSMutableArray  *normalGradientColors = colors;

    int locCount = [normalGradientLocations count];
    CGFloat locations[locCount];
    for (int i = 0; i < [normalGradientLocations count]; i++)
    {
        NSNumber *location = [normalGradientLocations objectAtIndex:i];
        locations[i] = [location floatValue];
    }
    CGColorSpaceRef space = CGColorSpaceCreateDeviceRGB();

    CGGradientRef normalGradient = CGGradientCreateWithColors(space, (CFArrayRef)normalGradientColors, locations);
    CGColorSpaceRelease(space);

    return normalGradient;
}
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